241,437 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Updated Square
1 Year Ago
exported bear stand up anims ,rotate anims and edited run anim
1 Year Ago
New Beard + Adjustments to the zombie skin Hitboxes added to zombie skin, plus a new WIP Beard, will have quite a few adjustments in the future, also needs skinning adjustments and morphs, currently is just static on the face.
1 Year Ago
bear controrller - added turn layer added turn pose test, attack with translation
1 Year Ago
Multiple tests for mask, multiple filter modes, etc. https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_quSj9lxmDS.png Shader cleanup + optimized compile
1 Year Ago
Failing test reproducing #1063 Fixed #1063
1 Year Ago
Merge from diver_fx
1 Year Ago
Merge from main
1 Year Ago
merge from main -> global_networked_bases
1 Year Ago
Combine identical SetBoxShadow and SetTextShadow functions into one Drop shadow property Drop shadow menu UI test Initial rendering support for drop-shadow https://files.facepunch.com/alexguthrie/1b0511b1/devenv_wIlk5l0DF3.mp4
1 Year Ago
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1 Year Ago
1 Year Ago
Fix compile like this for now
1 Year Ago
Adding ModelConditionTest_Outside / ModelConditionTest_Inside Adding placeholder conditional variants of shipping container floor for inside / outside
1 Year Ago
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1 Year Ago
Games can define their own main menus
1 Year Ago
Fix facet styles
1 Year Ago
Added gmod_delete_temp_files, defaults to 1 Fixed a bug with WorkshopDL causing it sometimes to not work at all Prevent "skill0.cfg" is missing warnings
1 Year Ago
Show default common binds Delete Switch, add SwitchControl
1 Year Ago
Fix NRE on Api.TypeLayout when trying to view a namespace
1 Year Ago
Zombie Head Variation 02 https://files.facepunch.com/daniel/1b3011b1/sbox-dev_BN7EsqGgcy.mp4 https://files.facepunch.com/daniel/1b3011b1/chrome_uVsnZinHzp.png https://files.facepunch.com/daniel/1b3011b1/sbox-dev_pgwwUWwijV.jpg Another zombie variant, slight different head, should be great for creation multiple variations for hordes of zombies, rather than every zombie having the same face. intruder alarms - metal bins removed from core as they are now on asset party Merge branch 'master' of sbox Ship game templates from sboxgame/templates manually for now, need to consider about fetching from the repo soon Muscley Citizen Skin (Work in Progress) https://files.facepunch.com/daniel/1b0111b1/Photoshop_BTmDLMnH03.jpg Initial asset for the Muscley Citizen. In need of some general adjustments and fixes. A more defined set of legs and hairy back coming ASAP. As well as skin colour variations. Fix skin material not being applied to SceneModel clothes Networkable Component References (#1056) * add componentid to IComponent * make component id public - add internal findbyid method, add lookup dict for comp by id * add/remove components from lookup where appropriate * Add VarIComponent to support [Net] IComponent types * Add replicate codegen * VarIComponent -> VarEntityComponent, make ComponentId internal again, remove from IComponent interface. in Replicate..Component search for derived types from EntityComponent * FindById should just return an EntityComponent now FPArms: explicitly reject weapon_root from existing weightlists FPArms: add notes on IKChain nodes Soundscapes always transmit, should fix long initial delay FPArms: fixed left arm IKchain New Skin Variations for the Muscley body Shadingmodel Declutter (#1041) * Start cleaning up material and shadingapi * Allow using functions inside of HLSL structs https://i.imgur.com/t1AwQzr.png * Replace all GatherMaterial bullshit with Material::From() * Remove Material parameter references to things that aren't implemented yet, put TransformNormal in normals file * Cut everything from ShadingModel too and let's start from a static class * Redo light api on shaders, start implementing new dynamic light under this structure, move raytracing shit to it's own folder, add sample shadingmodel * Allow structs in structs ( HLSL 2021 and forwards ) * Most of static light with the new api * Fix shadowing on indexed lights on new light api * Move shadingmodel structures to shadingmodel.hlsl * Fix light static assignment for lighting api, fix shadowing for them too * Stub for EnvironmentMapLight * Implement cubemap light * ShadingModelValve * light.envmap.hlsl becomes light.environment.hlsl for better readability, add debug views to material api, CUSTOM_MATERIAL_INPUTS preprocessor * AmbientLight * Sane implementation atmospherics and debug vis postprocessing for shadingmodel api * Finish debug vis, rename ShadingModelValve to ShadingModelStandard * Start rewriting blendable with new api, port glass to new api * Rewritten blendable shader * Refactor remaining shaders to new shadingmodel api, fix shadergraph not working, readd procedural.hlsl for shadergraph but fix typo on title Fix typo Add Panel.DeletionToken Merge branch 'master' into gamemenu
1 Year Ago
Failing test reproducing #1063
1 Year Ago
Scene additions for Matt. Pool, volumetrics volume.
1 Year Ago
Fixed extended UVSet support in Blend4Way
1 Year Ago
Add an option to start a game without a lobby first
1 Year Ago
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1 Year Ago
string.WildcardMatch is case insensitive Download `MenuResources` when entering the menu
1 Year Ago
Project editors for Resource paths and MenuResource paths Turn file upload whitelist into a blacklist
1 Year Ago
merge from main
1 Year Ago
merge from aiarena_animal_control
1 Year Ago
compile fix
1 Year Ago
Updated shaders after Facepunch/sbox#1041
1 Year Ago
Can now control animal movement in AIArena - take control of an animal and left click to move it to the player's look position. Added Animalbrain.States.MoveToPoint to move to raycast position memory. Added Animal.ControlTest AI design, added it to all animals as second AI design.
1 Year Ago
Fix typo
1 Year Ago
Shadingmodel Declutter (#1041) * Start cleaning up material and shadingapi * Allow using functions inside of HLSL structs https://i.imgur.com/t1AwQzr.png * Replace all GatherMaterial bullshit with Material::From() * Remove Material parameter references to things that aren't implemented yet, put TransformNormal in normals file * Cut everything from ShadingModel too and let's start from a static class * Redo light api on shaders, start implementing new dynamic light under this structure, move raytracing shit to it's own folder, add sample shadingmodel * Allow structs in structs ( HLSL 2021 and forwards ) * Most of static light with the new api * Fix shadowing on indexed lights on new light api * Move shadingmodel structures to shadingmodel.hlsl * Fix light static assignment for lighting api, fix shadowing for them too * Stub for EnvironmentMapLight * Implement cubemap light * ShadingModelValve * light.envmap.hlsl becomes light.environment.hlsl for better readability, add debug views to material api, CUSTOM_MATERIAL_INPUTS preprocessor * AmbientLight * Sane implementation atmospherics and debug vis postprocessing for shadingmodel api * Finish debug vis, rename ShadingModelValve to ShadingModelStandard * Start rewriting blendable with new api, port glass to new api * Rewritten blendable shader * Refactor remaining shaders to new shadingmodel api, fix shadergraph not working, readd procedural.hlsl for shadergraph but fix typo on title
1 Year Ago
merge from main
1 Year Ago
Reset the environment before loading fallback menu Menu differentiates between #local and packaged Add reload button for local game menus
Leaderboard backup, run #3504
1 Year Ago
Cleanup & add control to move through a clothing's colors Set default skins as children of skin1 Fix duplicates
1 Year Ago
Just use floats for poc, I can't believe how difficult it is to pass a R8G8B8A8 format attribute to a shader Shader with all the vertex data
1 Year Ago
Clothing r/w changes (all in one commit so I can revert it if needed)
1 Year Ago
Temporary rough water masks
1 Year Ago
Allow fbx's into server bundles if they have import legacy animation enabled (fixes car lifts not animating on server)
1 Year Ago
Code gen
1 Year Ago
Basic monitor UI for tugboat
1 Year Ago
Increase water consumption of sprinklers to better match the water being consumed in liquid containers
1 Year Ago
Tugboat fuel storage work. RHIB doesn't need some overrides that it had.
1 Year Ago
Fixed tugboat fuel storage interaction
1 Year Ago
More buoyancy for tugboat - sit higher in the water
1 Year Ago
Request updated camper positions for the map if a player has a camper in their respawn options every 30-45 seconds (it gets updated every 10s if a player is dead)