223,508 Commits over 3,684 Days - 2.53cph!

43 Days Ago
More recall logic/testing.
43 Days Ago
Hair & Beard Tinting (Test)
43 Days Ago
Replace sounds for GrenadeBeam.HitSound to existing ones Added "Use" input to the base fgd
43 Days Ago
Steam Audio Reflection (#1490) Reflections are re-enabled again. Be aware that right now only "static" colliders block audio.
43 Days Ago
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43 Days Ago
Lets add these incase they're needed
43 Days Ago
Fixed a boo boo
43 Days Ago
Added icon for broken items
43 Days Ago
Bug fixes
43 Days Ago
Add AudioMixer, Reflection performance graph
43 Days Ago
Fixed tutorial island missing terrain splats
43 Days Ago
Protect against invalid transform in CPhysicsBody::AddMeshShape, fixes crash some games are having
43 Days Ago
Condition is now displayed if its less than max on the vendor UI
43 Days Ago
performance tweaks
43 Days Ago
Tentative fix for #1492 This might lead to it falling back to normal hotloads more often, but at least it shouldn't throw.
43 Days Ago
merge from main
43 Days Ago
Remove debug Clean that up a bit We can limit the max number of reflective sounds simulating, allowing to put a performance cap on it
43 Days Ago
ComponentFlags.NotNetworked. When a component has this flag, it won't be serialized in the scene snapshot or with a networked object when sent to other clients
43 Days Ago
Brutalist church progress
43 Days Ago
Avoid throwing / catching exceptions when upgrading delegates (#1491) Was very slow when the debugger is attached
43 Days Ago
chicken costume DLC unlock fix
43 Days Ago
Don't EditLog if we're not in the Editor. EditLog separate from BreakFromPrefab because we don't wanna do that just because we're spawning a networked object in a running scene.
43 Days Ago
Interpolation Fixes w/ Ownership Change (#1494) 🤞
43 Days Ago
43 Days Ago
Delegate.TryGetActionGraphImplementation() extension method Facepunch/sbox#1491
43 Days Ago
Refactor ray and shape cast (#78) Shape casts are more naturally expressed as an origin transform with translation. Ray casts now use this convention as well. cast (start,end) -> (origin,translation) Add support for multiple cast hits with a callback. Added test for this. Improved test bed with: - first person camera on right-click - tree view for tests - all tests in cpp files for faster iteration - tests are now categorized - save/load of settings shape cast penetration (#79) Simple penetration computation for sphere and capsule casts that initially overlap. Must be within radius. Deep overlap not supported. For sphere or capsule versus mesh, returns the deepest triangle. Added buffering and flushing for text rendering. Report penetration for all cases (#80) Report final penetration in all cases, this lets a character mover sweep and resolve. This is needed because shapes with a radius may have a small overlap at the end of the shape cast. fixes: - sleeping assert - sleeping tolerance use length units - fix shape filtering in broad-phase Cast bug fix (#81) missing case in recent refactor Fix some more cast callback conditions (#82) more testing, more bugs fixed sample IK Solver (#83) Izabu: - Initial commit of full-body IK solver and test Body Definitions (#84) overlap tests remove bvh alignment eliminate duplicate swing/twist functions eliminate redundant limit macros simplify unaligned SIMD load beginning of C API Fix Unreal build (#85) Closest point on body (#86) Also fixed sleep Re-arranged GJK proxy to remove hole in struct Tested closest point in Explosion sample Events (#87) Event arrays are available at the end of the time step instead of using callbacks. Added a faster array for simple data types. Shape definitions for more efficient shape creation. Event fixes (#88) Added hit events and a world level threshold. Captures the manifold point with the largest approach velocity. Added stack array (but not used yet). Added test for hit events. Added initial relative normal velocity the the manifold. We can use this later for speculative restitution. No longer copying manifold data to begin events. All events are configured on shapes and all are off by default. Axis lock Joint active Joint breaking Joint break callback IZ_LINEAR_SLOP ShouldCollide callback Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor Sphere query broadphase Heightfield shape Mesh contact checks IzConcaveShape Dont calculate mass for heightfield
43 Days Ago
Bounds checking in izCreateBVH to be safe
43 Days Ago
Snappier scientist weapon equip on spawn
43 Days Ago
Merge from demo_packet_ordering_subtract
43 Days Ago
This doesn't need to be internal anymore, was leftover from testing
43 Days Ago
Compile fix
43 Days Ago
Speeling
43 Days Ago
Network++
43 Days Ago
Subtracting demo packet ordering due to server crash: - Server Exception: Network Cycle - ProtocolBufferException: Got larger VarInt than 32bit unsigned
43 Days Ago
Merge from main
43 Days Ago
remove chicken costume from loot table
43 Days Ago
merge from tutorialLOD
43 Days Ago
merge from main - RC
43 Days Ago
merge from fix_sendupdatedinventoryinternal_nre
43 Days Ago
Return hit if maxlength < 0 (!) Test reflection per input Tweaks Partial rewrite Use audio materials Tweak how static meshes work I am sorry, I don't see a better way to do this Re-using these samplers Some sample rate math notes
43 Days Ago
I am sorry, I don't see a better way to do this Re-using these samplers Some sample rate math notes
44 Days Ago
Leaderboard backup, run #10132
44 Days Ago
Fix tutorial island not incrementing its time properly if the player entry gets cleared for whatever reason
44 Days Ago
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44 Days Ago
Increase size of LOD grid to encompass tutorial bounds (was x3, now x4)
44 Days Ago
Add debug.tutorialcleanup - deletes all active tutorials and resets all players marked as in tutorial
44 Days Ago
Leaderboard backup, run #10129
44 Days Ago
Leaderboard backup, run #10127
44 Days Ago
Create prefabs by dragging objects from hierarchy to asset browser Resolves sbox-issues/issues/4740
44 Days Ago
World and Detailed colliders, steering, RPC code gen, other basic setup