253,062 Commits over 3,990 Days - 2.64cph!

7 Months Ago
Fixed enemies walking through walls Fix dash networking Added Enemy Spawner Component, Sprite and Prefab PrefabSpawners have SpawnOnStart. Crates/objects will spawn on map generation, enemies will not spawn until entering room. Doors close when entering Room (if room has enemy spawns). Doors open after clearing all enemies. https://files.facepunch.com/CarsonKompon/2024/July/20_00-42-AntiqueMeadowhawk.mp4
7 Months Ago
Tick correct session in SceneViewWidget. Fixes occasional `Error calling 'tool.frame' on 'Editor.SceneViewWidget'`
7 Months Ago
More hill cliff progress / improved cliff shapes / scaled cliffs down
7 Months Ago
Improve flatten tool, first stroke saves a plane to trace against to get flatten height and uv https://files.facepunch.com/layla/1b2011b1/sbox-dev_KIb8siErec.mp4
7 Months Ago
Update dirty collider region for heightfield materials
7 Months Ago
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7 Months Ago
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7 Months Ago
Added variable relief sample count based on shader quality level
7 Months Ago
Fixed disp/height map detection in material inspector
7 Months Ago
Codegen
7 Months Ago
Optimize entity menu codegen to reduce memory usage * Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes) * Cache the phrases instead of allocating every time they can display
7 Months Ago
wire material setup and thickness
7 Months Ago
Fixed distance early out AO (distance black) ditto Merge branch 'master' of sbox
7 Months Ago
tincanwire mat and materials (need to work out uvs)
7 Months Ago
Hook up File -> Open Scene (Resolve TODO)
7 Months Ago
Radtown S2P
7 Months Ago
Merge from main
7 Months Ago
Various lighting related prefab stuff. Road cone transmission texture.
7 Months Ago
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
7 Months Ago
Add some structure to wolf behaviour code
7 Months Ago
Rollback ENT.PhysicsSolidMask for now
7 Months Ago
Rollback ENT.PhysicsSolidMask for now
7 Months Ago
Wire deployable on the Deployed layers
7 Months Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
7 Months Ago
Fix clients getting stuck during loading after changelevel Experimental: Do not close srcds on modelprecache overflow, just use error models Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value New TF2 map icons
7 Months Ago
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7 Months Ago
Experimental: Do not close srcds on modelprecache overflow, just use error models New TF2 map icons Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value
7 Months Ago
Chunk size test
7 Months Ago
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
7 Months Ago
Tin can alarm art implemented
7 Months Ago
Particle system optimzations
7 Months Ago
deploy model for tin can alarm
7 Months Ago
split off cans with their own pivot
7 Months Ago
Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again Make SSR reconstruction ghosting less apparent
7 Months Ago
Merge from main
7 Months Ago
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
7 Months Ago
tin can alarm art, lods, gibs, art prefab setup
7 Months Ago
Seperated parenting volumes for above and below
7 Months Ago
Fix for edges against distance objects (i) do not apply AO on distant pixels (eg. skybox) (ii) when calculating ao, any sampled pixel that is too distant will be rejected as a contributor to AO Merge branch 'master' of sbox
7 Months Ago
Detangle all this from Cubemapper, make it able to render inline rather than on a render block Redo update strategies from envmapprobe, much simpler, works everywhere now Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
7 Months Ago
PerformanceStats.Timings lockless
7 Months Ago
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
7 Months Ago
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
7 Months Ago
merge from main
7 Months Ago
Make prefab variables section of heirarchy resizable, Facepunch/sbox-issues#5726
7 Months Ago
No footsteps when dead
7 Months Ago
Don't need this
7 Months Ago
Fix throw bug
7 Months Ago
Move some scripts into new folders Fix some Player networking issues Player and other Entities no longer run OnFixedUpdate when Map is generating Created EndFloorTrigger and prefab. Goes to next floor when all players are standing on it. Add EndFloorTrigger to each boss room prefab Going to next floor loads new scene and connected clients retake appropriate players Fix re-connected player sometimes spawning with a 2nd gun
7 Months Ago
Remove extra camera from tdm_test scene