248,559 Commits over 3,928 Days - 2.64cph!

14 Days Ago
Merge polyflags and areas into one concept (areaflags)
14 Days Ago
Set these hidden flags on creation too
14 Days Ago
Add properties to ragdoll to show rigidbodies, colliders, joints
14 Days Ago
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
14 Days Ago
Fix Gizmo.Control.Capsule (has it ever worked properly?)
14 Days Ago
Yeet DetourTileCache
14 Days Ago
Yeet DetourTileCache
15 Days Ago
Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097
15 Days Ago
Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100
15 Days Ago
Regenerated Chinese, Korean and Japanese static fonts Added empty dynamic fallback fonts for each of them Cleaned up the fonts folder (without breaking the community UI this time)
15 Days Ago
Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109
15 Days Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@7efacd65d0620b39c4ece43fba7c4c0e72b9aba1 🚀
15 Days Ago
Enable 64bits for poly references Again since we are only targeting x64 this does not have a performance impact. Memory usage will be slightly increased, but only if many refs are held by the user.
15 Days Ago
Pull latest changes from FP recastnavigation fork Among upstream recast changes this also includes a change to: Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys. This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK) Therefore, this is free accuracy improvement without perf or memory impact.
15 Days Ago
Baseline of a tool generating static fonts based on localization content
15 Days Ago
Add names to lambdas
15 Days Ago
Don't consider cells inside a triangle if the triangle just touches the cell
15 Days Ago
Implement async while
15 Days Ago
Get rid of SetBody, just return it Tast async while
15 Days Ago
Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used
15 Days Ago
Allow create model context menu item for fbx, obj, dmx
15 Days Ago
Asset preview dmx
15 Days Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@ac488df6fe9a3c2575e36c4eddc5b03815891b5f 🚀
15 Days Ago
Removed unused dividePoly function see a4e1e2b
15 Days Ago
Call WriteProgramToBuffer from c# Fix old compile routine crashing ByteStream WriteArray optional count Fix shader compile
15 Days Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@217f9d61e5a45e71722fa58f21345a117a81c9bc 🚀
15 Days Ago
Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh polys. This does not change the size of rcSpan on x64 plattforms. (See https://godbolt.org/z/4eKq45daK) x64 is the only platform we are targeting for s&box and Rust. Therefore, this is free accuracy improvement without perf or memory impact.
15 Days Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@a4e1e2bbfc518e12fd3b582e4d4aeae9b5d81cb2 🚀
15 Days Ago
Fix bug leading to stack smashing Fixes recastnavigation/recastnavigation#687 To address this, I basically reverted recastnavigation/recastnavigation@e063ba6 & recastnavigation/recastnavigation@adcd4f4 which seem to be the most likely culprit for the issue. Contrary to the commit message in e063ba6, which claims that the changes made are an optimization, reverting the changes had no measurable impact on performance.
15 Days Ago
Delete infectedwoundrenderdata
15 Days Ago
Delete more from common
15 Days Ago
Delete public/assetrename
15 Days Ago
Fix default for params arg
15 Days Ago
Remove some unused code from src/common
15 Days Ago
Fix some ContinueWith cases
15 Days Ago
Fix wolves not fleeing when damaged when their target is inside a safe zone
15 Days Ago
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15 Days Ago
merge from main
15 Days Ago
Move VCS writing code to CVfx
15 Days Ago
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
15 Days Ago
Different main menu music
15 Days Ago
Dead cubemap rendering code
15 Days Ago
Added some music, add ArenaManager.Instance
15 Days Ago
Remove dead code Pass VfxCompiledShaderInfo_t straight into CVfxByteCodeManager
15 Days Ago
Fix warning
15 Days Ago
Expose navlink ConnectionRadius
15 Days Ago
Clean up aim code
15 Days Ago
Fix invis NRE when invis player is killed
15 Days Ago
More CPR on the ancient christmas lights and their weirdo shader. Test save for Dayaan.