249,818 Commits over 3,959 Days - 2.63cph!

Yesterday
Cherrypick 110351
Yesterday
Implemented the "Filter Properties..." TextEdit in ShaderGraph Added ShaderGraph.Domain. Can now create Post-Process Shaders in ShaderGraph. Resolves Facepunch/sbox-issues#5866 https://files.facepunch.com/CarsonKompon/2025/January/13_17-38-PossibleAfricanrockpython.mp4
Yesterday
Stopped log spam
Yesterday
Added ShaderGraph.ShadingModel. Can now create Unlit Shaders via ShaderGraph. Resolves Facepunch/sbox-issues#6006 https://files.facepunch.com/CarsonKompon/2025/January/13_14-55-ShamefulPacificparrotlet.mp4 Added Icons to the BlendMode and ShadingModel enums Add ConditionalVisibilityAttribute support to ShaderNodes in ShaderGraph. All plugs into the Result node are greyed out except for Albedo and Opacity when using Unlit Shading Model Add [Group]s to the ShaderGraph nodes with InlineEditor so they can be collapsed and feel less cluttered. Automatically size TextureSampler nodes so that Inputs don't overlap with the preview image Added Texture Preview to Texture Cube node Use [ImageAssetPath] instead of [ResourceType("jpg")] in Texture Sampler nodes
Yesterday
merge from main
Yesterday
- put ranges on noise gen params - add ground albedo parameter - test different way of combining noises for weather
Yesterday
Catapult polish
Yesterday
Head ik tweaks
Yesterday
- First pass on multiswap arrow heads - Disable arrow movement in shoot states and just turn it off when shooting - Change which arrows are turned on/off in each state
Yesterday
Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface Our shader includes are a cyclic dependent mess, I have no idea how to not make this simple thing simple
Yesterday
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView CSceneObject::GetCTransformUnaligned() Delete random Hammer shit
Yesterday
Catapult projectile orientation fun WIP.
Yesterday
fix uv2
Yesterday
Fix Draw Order in ShaderGraph nodes, fixes certain nodes not showing their previews/icons https://files.facepunch.com/CarsonKompon/2025/January/13_13-01-SlipperyQuillback.png Added Icons to all Binary operations in ShaderGraph (Subtract, Divide, Mod, Multiply) instead of just Add. Resolves Facepunch/sbox-issues#6516
Yesterday
Update: DemoServer - spawn entities with the right initial flags Turns out I had doors in a base to be closed on spawn, leading to tick violations - this fixes it. There's more violations to go. Tests: Played the demo, checked that the relevant door is now open.
Yesterday
Can now Copy/Paste all properties from Feature tabs in Components and Resources. Resolves Facepunch/sbox-issues#7374 https://files.facepunch.com/CarsonKompon/2025/January/13_12-40-KnobbyIndianspinyloach.png
Yesterday
Fireball small prefab update.
Yesterday
Manually updated Fireball_Small to be like the updated one on the unmerged new-explosion branch, as the old one looked really out of place in this context.
Yesterday
Merge from /main/indirect_instancing
Yesterday
Merge from /main
Yesterday
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default Fixed a bug collecting wrong statistics about unsupported shaders
Yesterday
manifest update
Yesterday
BeamRenderer
Yesterday
adobe wall and gate lods
Yesterday
Added jungle tree spawners to spawn.procmap.v3
Yesterday
Created spawn settings for jungle trees and added them to the jungle biome Removed jungle biome from temp_forest spawn settings Tweaked jungle tree prefabs to LOD better
Yesterday
At the end of reloading, play back to idle animation (reload_end)
Yesterday
Moved the skidding to CTRL Double tap CTRL to stand Block movements when standing
Yesterday
Some initial balance work (subject to change): Stats are similar to the bow, but slightly less range Regular Crossbow is still better overall (more effective long range and fires further)
Yesterday
GenerateDungeonGrid stays within terrain bounds
Yesterday
Unlocking the Inspector will instantly inspect your current selection if different
Yesterday
Update qt for windows drag/drop cancel crash fix More IsValid safety checks for drag/drop events
Yesterday
- Move bolt joints forward - Setup more masks on idle animations
Yesterday
Don't use shadercache if we're force recompiling. Output total time.
Yesterday
- Added view model renderers to the new skinned arrows - FIxed NRE
Yesterday
Fix crash when drag drop is cancelled/cleaned up before windows callback
Yesterday
removed linked arrow meshes from minicrossbow viewmodel prefab
Yesterday
Leftover log, useless include
Yesterday
Lot of improvements on horse head motion
Yesterday
Fix race condition with GetTemporaryFolder() where we'd end up with a .source2.source2.source2 folder Mount cloud maps from snapshot too (repeated logic from MapInstance bleh)
Yesterday
part 2
Yesterday
removed wip files, added game meshes, correct textures
Yesterday
Updated presets UI and defaults to match reworked names
Yesterday
SendLog on a local connection should just log the message - no need to send a network message SendLog on a local connection should just log the message - no need to send a network message
Yesterday
Fixed bone manipulations being changed on level transition Fixed camera entity losing its keybinds on level transition
Yesterday
Use Preferences.FieldOfView (fixes sbox-deathmatch/issues/44) Halve explosion screen shake Add kill command Add giveall command Add map command
Yesterday
Fixed static workbenches not having primitive version of tech tree attached to them
Yesterday
Update: DemoServer - hook up metabolism and make every player invincible I thought metabolism would fix the drowning of main player, but the recording info contains empty oxygen. Instead, we treat every player as invincible unless there's a replication message to destroy them. Tests: Played the demo till the end - no more logs on main player drowning
Yesterday
Export updated defaults
Yesterday