223,981 Commits over 3,684 Days - 2.53cph!

7 Days Ago
Shadergraph: float2 and float3 can specify ranges
7 Days Ago
Clean up Gizmo arrow on zones
7 Days Ago
Added support for saving of database and removing items
7 Days Ago
Codegen applies attributes if OnUpdate, OnFixedUpdate or OnPreRender are implemented Only call OnUpdate, OnFixedUpdate, OnPreRender on components that implement them. Also call them flat instead of recursing every GO 3 times
7 Days Ago
Check for checkpoints for finish Different checkpoint color Reset everything on finish
7 Days Ago
Get rid of LinkSource, just use nested nodes
7 Days Ago
7 Days Ago
If started but haven't reached checkpoint return to start Checkpoint ui Support checkpoint ui + reset checkpoints when return to the start
7 Days Ago
Update .gitignore Basic checkpoints
7 Days Ago
Fix hlsl antlr grammar 🙄 Fixes Facepunch/sbox-issues#5382
7 Days Ago
Shield effects tint based on its current power
7 Days Ago
Stop sound handle when stopping or disposing music player
7 Days Ago
Use controller color for player's world panel
7 Days Ago
Merge from unity_2022.3.24
7 Days Ago
BaseCombatEntity.Hurt uses pooling for HitInfo
7 Days Ago
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7 Days Ago
merge from qol_rotate_vending_machine
7 Days Ago
merge from tutorial_gun_unlock
7 Days Ago
merge from mission_improvements_may_24
7 Days Ago
restore 96033 mission_improvements_may_24
7 Days Ago
Add Rick's spaceship model
7 Days Ago
Fixed bullets colliding with dead players, collision problems w/ players
7 Days Ago
Don't show health bar if at max
7 Days Ago
This all sucks but pushing it to have it as back up
7 Days Ago
Add ability to scope input hints https://files.facepunch.com/devultj/1b1811b1/sbox-dev_05o2cfn6aa.png
7 Days Ago
ComponentTypeSelector: don't allow left arrow navigation if trying to name component
7 Days Ago
Compile fix
7 Days Ago
Reduce parallel cubemap updates on load, we allocate a new lightbinner for each new parallel view and each of them allocates a lot of new GPU buffers when they should be shared, I'll revisit this after shadowcache
7 Days Ago
Item / ItemManager use pooling
7 Days Ago
Remove zones
7 Days Ago
Add player damage FX, health bar
7 Days Ago
subtract mission_improvements_may_24 - compile fix
7 Days Ago
Remove all atlas downsampling bullshit, not even being used Backport shadowcache from CS2
7 Days Ago
merge from mission_improvements_may_24
7 Days Ago
merge from ai_zone_leak
7 Days Ago
Use assets folder when collecting files for manifest Don't add asset browser node for projects without assets Don't collect assets from projects with no assets folder Don't save the project list in editor, only save the project list when adding from launcher Fix ProjectSettings path resolution, rename Project.Path to Project.ConfigFilePath Error fix
7 Days Ago
merge from minigun_fixes_may_24
7 Days Ago
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7 Days Ago
Added profiling and stat command to investigate potential zone leaking.
7 Days Ago
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7 Days Ago
Add TryUnstuck to Player movement
7 Days Ago
merge from patrol_helicopter_health_reset
7 Days Ago
Moved Editor folder, updated .gitignore to reflect new changes
7 Days Ago
Eliminated BaseCombatEntity.Hurt GC alloc
7 Days Ago
Fixed BaseProjectile.DelayedModsChanged profiler sample mismatch
7 Days Ago
Content > Assets
7 Days Ago
some walkways set model fixes (sg's, holes) better staircases for radtown storage building large s2p
7 Days Ago
GPU Shadow Culling (#1523) --------- Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
7 Days Ago
Remove all atlas downsampling bullshit, not even being used Was accidentally creating new lightbinner (without light info I needed too) every frame :S CSceneSystem::GetLightBinnerStandard() is "FindOrCreate" while from CSceneView actually gets the actual one GPU Shadow Culling POC: Don't render shadows that are not visible by GPU depth bounds sc_show_rejected_lights enum support for VFX HLSL We dropped DX11 support so we can support it without a worry microsoft/DirectXShaderCompiler/wiki/Language-Versions#hlsl-2017 r_gpu_shadow_culling cvar, parallelize static light visibility tests Cone intersection for tiled light culling Bloat cones a wee bit, still do sphere culling for point lights Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights https://i.imgur.com/JwxhgOJ.png Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled Cast shadows of non culled lights, not culled lights.. wtf? Only debug draw actual shadow casters, add spot light debug drawer Fix debug views for dynamic lights, update comments
7 Days Ago
Fix debug views for dynamic lights, update comments