4,794 Commits over 1,371 Days - 0.15cph!
Delete all weapon entities when a player dies and re-initialize the weapon items in the hotbar when they respawn
Add tintable core icon
Add TeamCoreList to show which teams still have their cores remaining in the bottom right
██▆ ▇▍▍█▍█▄ ▆▉▍ ▅▋▅█▆ █▆▇█ ▌▌ ▊▍▅▇▊▆▆
▍▄▌ ▉▍▇▌▇█.▆▅▅▍▇▆▇█▊▋█ ▆▄ ▆▅▍▊▇▋▄ ▋▄ ▇▆▋▇▉ ▅▉▋▌ ▉▌ ▍▄▆▇▌▉ ▇▉ ▋▊ ▍▋ ▄▌
▌▊▉▇ ▍▅▇▊▅▌▍▆▄▋▆▌▍ ▌▌▇▅▅▍ ▊▋▌▇█ ▄█ ▇█▋█▋█ ▄▇ ▌█▉▇ ▍█▇▊█ ▊ ▇▍▋▄▌▊ ▊▊ ▋▍▊▄ ▋▍▊ ▋███▉▄ ▌▌▉ ▄█▌ ▌▆▉▆▅ █▋▄▄▋▆ ▉▅ ▋▄▊▄▋▌
▋▉▊▆▍ ▍▅▍▉ ▉▅▅▄█▋▌▇▆ ▊▉▊▄▌ ▉▄▅▍▇▋ ▍▅▋
▋▅▊▇ ▅▄▉▇▍▉▅() ▉▍▉▆▄▇▍▋█ █▆▆▋▋▅ ▆▋▍▋▅▊▇ ██▌▋█▋▇▊ ▆▉▅▌▇▊█▍ ▌▍ ▌▆ ▋▆▉▍▍'▉ ▄▌▌ █▆▇▉▅█ ▅▇▆ ▍▅█▋▆▊▅▌ ▇█▋▋ ▄▋▆▇ ▊▅▌▍▋ ▌▋
█▋▌ ▇▋▇▅▅▇▊▊.▄▋▌▍▄▌▌▅▅▉▅▄▇█▄▅ ▉▇▆██▄▇▍▄ ▇▇▇▉▆ ▆▇▅█▋▉ ▉ ▊▄▄▄<▊>
▊▅: ▇▊█▍▊▅▉ ▌▅ ▆▅▍ ▇▌▍▊▉ █▉▍▇▌▍▌▋▉▊ ▌▆▆▇▌█▅▊ ▇▍█▋█▊ █▅▍▇▋
▅▊▋██▉▄▋▌▉ ▋▉▆▄ █▊▉▌▌ ▆▉▆▆▊▋▄ ▋▅ ▆▍▊▄, ▉▍█▄▅▌▋▋▋ ▊▆▅'▉ ▇▆▊▍▄▌▆ ▄▄▅▌ ▇▅▊█ ▌▍█▍▌ ▊▄▆▊ █▉▋▅▄ ▉▌▍▅▄█▌
▄▅▆ ▅▇▄█▌▉▊▄▅▇▍ ▌▆▇ ▆▍▆▍▄▉█▄▅▍█▆▍
▆▄▆ ▉▋▋▆ ▌▉▊▉▇▅▋ ▉▊▌ ▅▋▊▊▍ ▅▅▍▄▊▋
▄▅▄ ▍▉▉█▍▍▌▅ ▄▍▉▊▆▊▉▌▋ ▍█ ▇▋▋▉▇▇ ▍▄▊▋▄█ ▋▇▉▉▌▉ ▇▊▊▄▄▊▊
▄▆▌ █▇▅▍▋▊ - ▌▇▆ ▍▆▄▍▌▅ ▇▄█▌ ▆▋ ▄▋▇█▇
▋▆▋'▄ ▍▆▄▄▉▆ ▊▅▊▄ ▉▆▇▌▆▆▊ ▋▌ ▊▊▅ ▅▍▅▇ ▉▋▉█ ▌▉▉▅ ▄▍▄▌▆ ▌▋▌▌ ▋▋█▋▍▄▅▊▍
█▅█▋▄▅▍▅▋: ▌▊▆ ▅▍▊▆▋▆▆▋▉ ▍▌▌▇█▆ ▊▊ ▊▊▇▋▍▄█▋▇▌
▍▍▄▅ ▍▅▉▊ ▋▋█▅ ▌▍▌█▉▆▊ ▇▊▌▆▉ ▅▅▇ █▆▌▆▉█▇ ▇▌█▋
▍▊▌ ▋█▍▅ █▌█▌█▉▅▄▍▆▄.▊▉▄▋▌▄▇, ▍▉▍▋ █▉▄▄▋ ▇▍▉▌ █▇▇▊▆▌▊ ▋▇ ▄██▅
▆▅▌▋▅▋ ▋█▉▇▆▊█▌▌█▋ ▌▅ █▇▊ ▇▆▇█▍█▉ ▊█▉▇▆▇▌, ▆▄▆▆▌█ ▌▍ ▅▄▌▄▋ ▇▉▆ ▇▄▌▊▌ ▉▇ ▊ ▌▆▌▍▌▊ ▇▆ ▉▄▆▋ ▉▌▊▌ ▋▇ ▅▇▊▍▋▆▄ ▆▅ ▆▇▊▍ ▊▊ ▉▇▉▊▍ ▄█▋▉
█▋▅▌ ▊██▄▌██▄▄▌▉ #▉▌▊
! ▉▄▌▌▄ ▊▄▄▉▄▆ ▌▆▋▉▄█▍ ▅▆▉ ▋▌▇▌█▅ ▊▉ ▉▍▄▄█▌▊▊, ▊▋▉▌▊ #▍▇▌
▄▆▋ █▍▇▊ █▊▄▋ ▅▉▄ ▉█▇█▍▄▅ ▋▌ ▌▍▇▌▆▉█▌▋▉▉ ▌▆█ ▅▊▅▇▉█▇▅ ▉▅▊▆, ▄█▆ ▍▆▊▆█▍ ▉▉▉▇▍▅▅
▍▉▄▅▆▄▆▌▌▋ ▊▆█▋█▆▆▄█ ▄▊▌▇▌▉ ▌▉▉▄▉▍▊ ▆▅▅▍ ▅█ ▍▄▅▇
▅█▄▍▍▅▅▇ ▇▇█▅▉▅
▆▅▉▇ █▊▌▆▋▍▄ ▇▊█▄ ▋▄█ ▌▇▊▌▌ ▊▍ ▇█▊▆▊▆
▄▊▍▊▍▌▉▉ ▉▉▍▋▄▍▊ ▉▊▇▊▇▍▇ ▆▉▇▆▍█▅▅▆▄ (▅▋▍▊▊ ▌▄▌ ▉▌▇▋▋▄▋ ▋▆▌▌▇)
▉▇▆▋█ ▇▇▋▍▄█ ▇▇▌▊▇▍▍▌▌ ▆▋ ▋▅▍█▌▆ █▆ ▅▇▇▌█▌█, ▆▆▇█ ▇▍█▇▄█▌██▋ ▇▍ ▄▅▌▉ ▅▋▍▉
▄▆▋▌▅ ▍██▌▌▋ '▋▉▇▌▌▇' ▋▍▄▍ ▌▄▉▌▇-▇▋▉▆▇█▆▋
Initial work for tiled light sorter
Remove constant buffer transform code
Fire tiledlightbuilder compute shader on views
Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms
Evaluate cubemaps and lights on compute shader
Allow for struct types in generic buffers in VFX
Properly index lighting and envmap info on tiled light buffer
https://i.imgur.com/5141J1x.png
Revert "Fix normals for valve standard shading"
This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
Tiled lighting for envmaps and lighting on standard shading model 🏃♂️💨
Use 128 lights for clustered instead of 256
Double the perfomance of tiled light build job
Pass radius of light to shader so we dont need a sqrt operation on culling
Sample shader to visualize tiled rendering
Revert "Pass radius of light to shader so we dont need a sqrt operation on culling"
This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525.
Fix driver crash on Nvidia
Fix 'LightSim_MaterialTint has inconsistent value' warning
Put tiled code on vr_lighting
Much simplify sphere and box intersection tests, add bounding area for nearby tiles
Tiled rendering for valve standard shading
tiled rendering for envmaps on valve standard shading
Correct box hit algorithm for tiled light builder
Fix shadow rescaler
Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps
Fix shader compilation
Fix spritecard compilation
Initial work for VR Instancing for tiled light rendering
Fix glows in Vr while we're at it, still pending rewrite
Preliminary support for VR in tiled light builder, include objects
Remove magic number and reproject view for tiled light builder
Treat warnings as errors on shader compilation on internal builds
Make tile resolution proportional https://i.imgur.com/2knXfUw.png
Fix light typo on vr_lighting
Fix warnings on standard shading model
Iterate on tiled light builder
Fix data races on tiled light builder
Fix warnings from core shaders
Use 48 wide pixels for each tile
Fix Z-Fighting when cubemap bounds is the same as the geometry
Update tiled light builder shader objects
Fix warnings on blendable and commit shader objects
Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute
Add r_tiled_rendering convar
Update shader objects
GPU driven Depth Culling for tiled rendering
Use half tile offset for tile coordinates
Depth prepass culling for envmaps too, cleanup
fix envmaps being fucked up
Return max depth for tile, update object files
Add r_tiled_rendering_depth_cull
Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦
Tiled Rendering Support
Reduce queryable size of sphere, optimizes tile volume
skip backfacing queries on tiled light builder
Cleanup, dont pass depth on non depth prepass
Transform camera ray, fix typos when doing box intersection, oops
You should be seeing the good perf gains from tiled now
Added Color[32].FromRgb[a]
Color[32] property consistency cleanup
Added some Color[32] tests
Fixed -tools not starting if `ServerAddons.TryAdd()` returns null
Set BoxPosition attribute when rendering backdrops
Fixes blur and other filters not covering WorldPanel correctly
AB testing for embree
Glass hotspot material
Fly swarm particle
Fly swarm particle adjustments
Added TypeDescription.GetAttributes<T>()
Addon Switcher checks for OrdinalIgnoreCase
Error list counters will consider the selected package
Fixes sbox-issues/issues/2146
Obsolete CameraMode.DoFPoint, DoFBlurSize
Add ScenePanel.ForceUpdate()
Closes sbox-issues/issues/2151
Don't load into remembered map if the gamemode wants Empty
Fix error list resetting its filter on hotload
Fix box-shadow's border-radius not matching up
Update ErrorList to display specific and nonspecific diagnostic counts
https://files.facepunch.com/devultj/1b0911b1/sbox_uORyp1b7BG.png
Make Entity.IsAuthority a virtual property
When disabling an addon, dispose of it in ServerAddons
Fix project settings physics grabbing the wrong metadata
Revert "Make Entity.IsAuthority a virtual property"
This reverts commit 1533014f19347562cbac07a148ee3926da2f64ad.
Add LinearDamping and AngularDamping to PhysicsGroup
Add MassScale, LinearDamping, AngularDamping to prop_physics
Allow loose .txt and .csv files in published addons
Remove dead code causing an error when creating game resources
Implement paused state for animation-play-state
Only assign and evaluate ConsoleSystem.Caller for console commands
Fixes convar assignment while game loop is starting up. Fixes sbox-issues/issues/2158 and paves way for @kurozael's lobby settings.
Merge branch 'master' into lobby-settings
Added initial respawning screen and fixed up the kill command
Have FlyController.EnableCollisions be networked so that spectating does not stutter due to prediction errors
Remove test map package adding
Change [Net] Dictionaries to IDictionaries
Remove invalid CSS property
Update voxels submodule
Add VoteMapState and initiate map voting after SummaryState is over
Various pool fixes (sounds, side collisions, fast forward)
Fixed Use switching between third and first person
Add Prediction.FirstTime guard for inventory opening / closing input
Add Prediction.FirstTime guard for opening chests
Only allow picking up items server-side
Only create the hud in ClientSpawn if it doesn't exist. This fixes full updates duplicating the hud.
Create generator pool particle effects in ClientSpawn so that a full update doesn't remove them
Update nameplates to use team color instead of red and green
Adjusted block damage weapons to have higher damage
Reduce jump stamina reduction. Reduce melee stamina reduction. Don't prevent melee from low stamina but do scale damage down if stamina is less than 40
Players are not out of breath if their stamina is regenerated to over 25
Apply absolute impulse to players that take damage with blunt weapons. Swords apply knockback to players scaling with their tier.
Fixed color materials being "overriden by leafier mod" + fixed item pickup
Update maxplayers and print right file name
Publish New World test map to asset.party under facepunch.cw_newworld
If voxel world to load does not exist, and the file name does not end in .json, append it and then try again
Added a button to delete a setting
Add BindingFlags.NonPublic to SetPropertyObject
Merge branch 'master' into lobby-settings
Add BindingFlags.NonPublic to SetPropertyObject
Add GameSettings dictionary as a property, ensure a blank default and clean up cookie values if the settings have been removed
Bind GameSettings in GameLobby.html
BaseItemWidget: Ctrl clicking selected items removes them from the selection
New Outfit Piece - Army Boots
Army Boots w/ LODs, ready to complete the Army outfit!
https://files.facepunch.com/daniel/1b0311b1/sbox-dev_G5OxWbFwWC.png
Plus a retexture of the tactical gloves for an Army colour variations. Further completing the Army outfit.
Add ScenePanel.DisablePostProcessing
Remove invalid css
Minimum height for folder error box to prevent text getting clipped
Citizen/animgraph: fixed NoclipStart state
cctv globe - tweak for phys shape
Added import scale presets to modeldoc
Now we can stop trying to remember those pesky magic numbers
https://files.facepunch.com/ognik/1b0511b1/sbox-dev_cO3F1IVFJw.mp4
New Hair! - Scruffy Short
Excited to submit this new short scruffy hair. Plus some small adjustments to the army boots' textures.
https://files.facepunch.com/daniel/1b0511b1/Photoshop_CX3oUQpQkg.jpg
Adjustments to Scruffy Hair, new vertex colour added
PathPlatformEntity path changing
https://files.facepunch.com/rubat/1b0511b1/sbox-dev_TnVBu7qPxJ.mp4
Fixed an assert in Hammer when length constraint w/ particle is hidden
Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum
Merge branch 'master' into lobby-settings
Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum
Improved styling a little for GameSettingsPage
Only create all settings if the Game property (package) is set (BaseGamePanel sets it async)
Some cleanup. Add support for choice setting types in the lobby settings
Added support for choices in the settings page
Some cleanup. Don't put lobby settings into seperate tab. Add GameSettingType.Choice (not implemented yet.) Run game setting convars immediately (this seems to set server-side but isn't being replicated??)
Add first iteration of UI for changing settings in a lobby and applying them as lobby data / should auto update for clients to view
Add LobbySettingsPage stub
Merge branch 'master' into lobby-settings
Merge branch 'master' into lobby-settings
Initial version of adding lobby settings (I don't love it, still learning this Qt stuff, v0.0.1)
Revert bandaid for StartTouch bug so can be tested for fix
Fix projectile deviation when aiming close to a non-solid
Fix nail gun climbing if you've shot at something that is non-solid (like a pickup)
Merge branch 'main' of sbox-boomer
Adjust bounce threshold but I'm not convinced that it's working
Use Physics Substeps in Project Settings
Add "ball" tag to PoolBall entities and add debug log to TriggerBallPocket for StartTouch
Fixed Q to switch between last weapon
Only give weapons using GiveAll command if player does not already have that weapon
Clean up the inventory system for Boomer and implement Q to switch
Merge branch 'main' of sbox-boomer
Parent nails that hit entities to the entity they hit
Fixed Lightning Gun + fixed Nail Gun errors
Fix LightningGun DamageModifier prediction + add GrenadeProjectile and have GrenadeLauncher use it so we can distinguish for the kill feed
Update GrenadeLauncher and RocketLauncher to use projectile's attacker and projectile as weapon
Destroy laser particle when lightning gun is destroyed
Test to fix lighting particles network
More tweaks to consecutive
Tweak how consecutive kills are calculated