250,036 Commits over 3,959 Days - 2.63cph!

10 Days Ago
ci build-menu uses new path
10 Days Ago
Fix incorrect docs in Vector3Int
10 Days Ago
MenuBuild uses ToolAppSystem so everything is set correctly like Application.IsHeadless which was likely stopping it from compiling new menu dlls
10 Days Ago
Environment volume updates for the above ground / below ground transition pieces
10 Days Ago
Environment volume updates to better fit the shapes of the underground train tunnel segments
10 Days Ago
Satchel Charge
10 Days Ago
Shadergraph: Output texture attributes for LightSim_DiffuseAlbedoTexture, RepresentativeTexture using first occurring texture result from albedo input
10 Days Ago
ProceduralMapRailSimple and ProceduralMapRoadSimple fixes
10 Days Ago
Station prefab updates
10 Days Ago
10 Days Ago
Add subtle alternating background color to each row in Input Settings. Resolves Facepunch/sbox-issues#7328
10 Days Ago
VRAD: Only show "Warning! Invalid model version" with verbose flag Also expand the warning to show the versions Fixed crash when ents.CreateClientProp is given an empty string Do not complain if gmod_uncache_test doesn't exist (srcds) Change Hitbox 7 color from white to orange Fixed NPC icons in spawnmenu search not having default weapons set COLOR:SetUnpacked type checks its inputs Remove IMaterial:GetColor override hack as it is no longer needed Improve type errors thrown from Lua Makes it so that the error() call does not override current execution position, so error points to the faulting file, not the base game file at the top level. Remove RegisterMetaTable and vgui.GetAll polyfill hacks Hammer: Update Lighting Origin to mention info_target, not info_lighting
10 Days Ago
Prevent Input Settings in Project Settings from scrolling back to the top when adding/removing a new Input. Resolves Facepunch/sbox-issues#7329
10 Days Ago
Side atlas
10 Days Ago
merge from primitive
10 Days Ago
Replicated horse head turn
10 Days Ago
Save item to disk immediately when modifying era of item via era editor window
10 Days Ago
The LineEdit in PathWidget now stretches so it can be clicked anywhere. Resolves Facepunch/sbox-issues#7246 https://files.facepunch.com/CarsonKompon/2025/January/06_12-37-LividArcherfish.mp4
10 Days Ago
cement mixer and wheelbarrow Merge branch 'main' of sbox-assets Merge branch 'main' of sbox-assets
10 Days Ago
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10 Days Ago
Set up throwable anims, defer deletion
10 Days Ago
Add GetFirstTextureParam() to get first declared texture from shader, used to fetch the convoluted RepresentativeTexture/LightSim_DiffuseAlbedoTexture attributes without explicit declaration Allow material representative texture for VRAD be infered by the first texture parameter on shader if DiffuseAlbedoTexture is not set, allows to clean up all this material api & lets shadergraph shaders be rendered properly on vrad https://files.facepunch.com/sampavlovic/1b0611b1/aocrkIAnQN.png
10 Days Ago
TilesetComponent no longer shows Layers in Inspector, instead has button to open in Tileset Tool Automatically select the correct component when opening the Tileset Tool for the first time Can drag a TilesetResource directly into your scene to create a new TilesetComponent Create Undo Snapshots when dragging in Sprite/Tileset resources
10 Days Ago
Fixed normal compression with workshop imported normal maps and normal maps exported to steam
10 Days Ago
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10 Days Ago
Hammer Wireframe Overlay: white wireframe color works again Wireframe mode is white in game/scene again, fix depth test being disabled in scene, also bind expected lighting constants Fix invalid depth comparison sampling on well known 16 bit textures by targeting D16 and sampleable flags, these textures are used in place of the shadow depth buffer when shadows are disabled
10 Days Ago
Add convars to control what building grades are allowed - `upgrade_{grade}_enabled` will remove upgrade tiers - `upgrade_{grade}_cost_multiplier` will increase or decrease the cost - `build_twig_cost_multiplier` is used for twig - replicated so applied to both the clientside UI & server resources taken
10 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 Fix scene.ref nodes in prefabs referencing stuff in containing scene Fixes #1756
10 Days Ago
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10 Days Ago
Moved siege tower drawbridge notifiers to a slightly better position
10 Days Ago
Removed old towing code left on modular cars
10 Days Ago
Add some really simple jumping animations to nav test scene https://files.facepunch.com/lolleko/2025/January/06_17-14-NotableChanticleer.mp4
10 Days Ago
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10 Days Ago
Port c++ navlink implementation to c# Make agents aware of when they are traversing a link Allows users to handle link traversal (e.g. by playing an animation)
10 Days Ago
Move sounds Item Tripmine
10 Days Ago
merge from siege_weapons (horse siege harness)
10 Days Ago
Fixed occasional legs animator NRE when destroying the collider a leg is attached to
10 Days Ago
edited vm mini crossbow shoot animations
10 Days Ago
ModelDoc: Add a wizard to keep all bones
10 Days Ago
Leaderboard backup, run #16671
10 Days Ago
Tripmine
10 Days Ago
Merge from presets_editor/quality
10 Days Ago
Split menu convars to MenuConVar, MenuConCmd Move language convar to engine
10 Days Ago
Merge from integration
10 Days Ago
RFO debug stuff for Dayaan
10 Days Ago
Various atlas iterations.
10 Days Ago
Fixed female breasts censor cube covering screen when using ballista
10 Days Ago
reset ragdolling player flags properlly if they unmount at any point (usually early dismount from dying) - stops player model getting stuck in cursed states
10 Days Ago
Some work on the hand grenade (some missing stuff like fp anims, tweaking, impact sounds), can either throw or cook it and blow up