250,285 Commits over 3,959 Days - 2.63cph!

31 Days Ago
Santa jacket uses neck_clothing bone to minimise twist deformation
31 Days Ago
Battering ram broken state loading
31 Days Ago
merge from fix_copy_paste_wires -> main
31 Days Ago
Fix auto-snap not being disabled when client convar is disabled
31 Days Ago
Make this readonly list so it can't be fucked with
31 Days Ago
Remove debug logging from copy paste
31 Days Ago
Fix wires being at wrong height when paste is auto-snapped to the terrain
31 Days Ago
Battering ram door loading
31 Days Ago
Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly
31 Days Ago
merge from fix_quick_craft_multiple -> main
31 Days Ago
Fix error handling Don't call DeleteOldShadersFromCache at startup - this is like 1.5 seconds of nothing Only load vfx_vulkan.dll once
31 Days Ago
Restore propane bomb world model
31 Days Ago
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31 Days Ago
PoC spline collisions Currently just super hacky static mesh/model collision https://files.facepunch.com/lolleko/1b1711b1/sbox-dev_03QtKgtfYW.mp4
31 Days Ago
merge from main
31 Days Ago
- adjust ray march step count for the different quality levels, 128 at highest, 56 at lowest - add jittering to ray origin to disguise artifacts from lower step counts, with jittering intensity reduced towards horizon to prevent too much noise - fix slow render target resizing - fix reprojection issues - adjustments
31 Days Ago
Battering ram door joint can now break When breaking, we spawn a door server gib
31 Days Ago
Update: added search support to bin snapshot viewer I think I have all I need to explore the broken profile Tests: opened the borked profile snapshot
31 Days Ago
handle non interactive command line Shader building bat files should return 1 if any errors happen
31 Days Ago
Santa jacket/trousers lods (human version)
31 Days Ago
Siege tower doors now reverse backwards if theres something in the way whilst opening
31 Days Ago
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
31 Days Ago
mutelist_expose_steamid -> main
31 Days Ago
Expose users steam ids on chat.mutelist
31 Days Ago
Bugfix: fixed reading string f rom the binary snapshot - Forgot that they're not null terminated - this fixes random characters at the ends Tests: Opened borked editor snapshot
31 Days Ago
Don't init vulkan if consoleapp
31 Days Ago
primitive -> Aux2
31 Days Ago
More building volume changes to try and allow door placement
31 Days Ago
Clean up
31 Days Ago
Update: added ability to display sub range of thread track in Bin viewer - also supports rudimentary [N] input to resolve syncpoint indices - added mark index to view as well Tests: vizualized borked editor snapshot
31 Days Ago
exported 4 reload anims for vm mini crossbow and the rig again so all 4 bolt joints are in the correct postion
32 Days Ago
Flush
32 Days Ago
More checks to prevent a user from pushing the siege tower from a higher point on the tower
32 Days Ago
Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png
32 Days Ago
Cache GameObject bounds Fix a few things inside occlusion culling render layer Wrap occlusion objects inside a record Remove more native occlusion culling stuff
32 Days Ago
Sanitise more flags
32 Days Ago
merge from main
32 Days Ago
Build shaders AFTER managed
32 Days Ago
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32 Days Ago
- Dont use Protected flag - Added up to Reserved19
32 Days Ago
Remove unused vfxcompile
32 Days Ago
Santa jacket/trousers lods (citizen version)
32 Days Ago
Another merge fix Shader bats use new exe Logs in logs folder Cleaning up Progress Shadergraph use shadercompiler Time the whole block
32 Days Ago
Update: display call depth for marks in bin viewer Makes it easier to track callstack consistency at sync points. Tests: opened borked snapshot from editor
32 Days Ago
Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file
32 Days Ago
Removed animation rigging package (added when experimenting on horses during hackweek)
32 Days Ago
Fixed siege tower wheels using incorrect material on LOD3
32 Days Ago
Lightbinner layer managed Fix ObjectHighlight.shader
32 Days Ago
-Add more profile markers to heli -Use fast broad grid check instead of precise one (heli range is 150m but cells are 32m wide, so we are not getting that much precision by using the narrow phase)
32 Days Ago
Update: reworked the bin vizualizer to have a different layout - Able to jump to sync points in the list - Able to view specific thread's stream Couldn't figure out how to do nested dynamic scrollviews, so went for a different approach. Already revealed a question mark about some names having invalid characters at the end, though doubt it's the contributing factor Tests: loaded up a borked binary snapshot, was able to inspect it