248,679 Commits over 3,928 Days - 2.64cph!

27 Days Ago
merge from fix_lod_camera_nre -> main
27 Days Ago
Fix NRE when LOD is calculating on main menu but no cameras are spawned
27 Days Ago
Added emission fresnel to xmas lights
28 Days Ago
Ice shader: screensize and edge length now factor into tessellation
28 Days Ago
fix player deceleration dt prevent bottom leaderboard row getting clipped decelerate enemy after collision forces added, instead of before exploder special
28 Days Ago
Leaderboard backup, run #15845
28 Days Ago
Merge from primitive
28 Days Ago
More compile fixes
28 Days Ago
Merge from primitive
28 Days Ago
Possible horse server fix
28 Days Ago
Stomp local version of BatteringRam.cs with version from primitive branch Protobuf, manifest, codegen
28 Days Ago
Merge from primitive
28 Days Ago
Merge from main/primitive
28 Days Ago
Codegen, manifest, protobuf, etc
28 Days Ago
Merge from siege_weapons
28 Days Ago
Merge from shields (new branch to collect all primitive stuff in one spot for media)
28 Days Ago
Restored the 2px gap between vital bars
28 Days Ago
Fixed player hitting their own shield when crouching and melee attacking
28 Days Ago
Physics tool selects all rigidbodies in hierarchy
28 Days Ago
Added a OnPlayerClothingChanged client side callback to HeldEntity Backpack meshes will now be enabled when a shield is equipped and disabled when the shield is holstered
28 Days Ago
Expose MeshComponent.Model
28 Days Ago
Don't invoke ISceneCollisionEvents for trigger intersections
28 Days Ago
Update skinned renderers if they have physics bones
28 Days Ago
Always create ragdoll bodies at the saved gameobject transform unless the bone has just been created, allows for ragdoll posing in editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_pSeZ9ABT7i.mp4
28 Days Ago
Fixed a case where shooting while crouched would sometimes result in the player shooting their own shield, applying damage to themselves in the process
28 Days Ago
Shield vm animator can now go straight to block from the melee attack end state
28 Days Ago
Improve handling of empty navmesh tiles Also improve editor auto update when world bounds change.
28 Days Ago
Merge from main
28 Days Ago
Merge from shred_helicopters
28 Days Ago
Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
28 Days Ago
Merge from main
28 Days Ago
Merge from monument_scenes_renderlod_fix
28 Days Ago
deserialize absolute game object flag, flags are deserialized selectively
28 Days Ago
-Ballista low poly model update -Ballista UV's -Ballista Materials -Ballista WIP Textures
28 Days Ago
Joints execute in editor, physics tool can manipulate physics in editor so joints should also work
28 Days Ago
Colliders without rigidbody are static in editor
28 Days Ago
Update: review feedback - dispose of the nested CTS for perf snapshot uploads - Use async copy when creating an extra stream to send backup files Tests: full local server flow + 2 snapshot uploads
28 Days Ago
Remove Ragdoll.DriveFromAnimation, active ragdoll stuff should be a component on top
28 Days Ago
vendor_stats_fixes -> main
28 Days Ago
Fixed a bunch of issues with single entry placement after changing scaling
28 Days Ago
- Ensured everything is in local time - Setup methods to process into 12 hour time
28 Days Ago
Fixed terrible scaling on stats menu
28 Days Ago
Ao proxies removal (#1678) * Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler * Remove sdf.hlsl (until we meet again 🫡 )
28 Days Ago
Added 12 and 24 hours options to timescale
28 Days Ago
Update enum descriptions
28 Days Ago
Is47Tiles -> AutotileType enum with 4 bitmask types. GetAutotileBitmask now returns proper values for each type Basic 2x2 Edge and Corner bitmask implementations Fix PaintTileTool warning and NREs Can now change Autotile type after initially creating it, fixed all NREs that come with that change Changing Autotile Brush type now gives popup warning telling you its a potentially destructive change. Cleaned up a bunch of unused code Fix AutotileWidget not being created with unnamed autotile brush Fix brush type not serializing Fixed not being able to select brush while tile was selected in Tileset Editor Replaced separate create buttons with a single button that has a dropdown for brush type https://files.facepunch.com/CarsonKompon/2024/December/02_13-37-FrigidUintagroundsquirrel.mp4
28 Days Ago
Navmesh only run heightfield generator cleanup in task Navmesh generator cleanup is sub 10 microseconds, so not worth it to dispatch a task, since task dispatch overhead would be higher than actual compute.
28 Days Ago
Fixed clientside only entities being considered map created Fixed being disconnected from sv_lan servers due to recent changes Entity:FollowBone doesn't check the boneID argument if given NULL Fixed Mega Gravity Gun not being able to pick up flesh Remove cheat flag from cl_wpn_sway_scale Added sv_quota_stringcmd_kick
28 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler Remove sdf.hlsl (until we meet again 🫡 )