248,625 Commits over 3,928 Days - 2.64cph!

32 Days Ago
Don't allow gates with a lock to be upgraded. NRE fix.
32 Days Ago
increased sculpture grid resolution
32 Days Ago
More robust checks when firing catapult projectile, make sure boulders ignore the catapult when sweeping Tweaked projectile spawn point, speed and gravity Replaced placeholder art on boulder projectile prefab
32 Days Ago
Fix checking for IsNull instead of NotNull Convert to use CommandList properly
32 Days Ago
ActionGraph: disable way of creating invalid references Was possible to reference components etc as constant values for properties, should use scene.ref nodes instead
32 Days Ago
exported updated wolf attack ledge animation
32 Days Ago
Squashed commit of the following: commit 8b28be7427ce545fc522cc32ba26825de66ec7db Author: kurozael <kurozael@gmail.com> Date: Mon Nov 25 11:51:06 2024 +0000 Make it easier for those who don't know the command line options to spawn their local instances in windowed mode ( https://files.facepunch.com/conna/1b2511b1/sbox-dev_sxEprjThtS.png ) commit 9429d94c3816fea2e354a24d33e89d632ff933cd Author: kurozael <kurozael@gmail.com> Date: Sun Nov 24 22:12:15 2024 +0000 Some exceptions to help diagnose issue commit 7622f5f50e31b05c03bbaad55d0f5c8dac446c3d Author: kurozael <kurozael@gmail.com> Date: Wed Nov 20 15:26:19 2024 +0000 More cleanup, early out if disbaned or toxic commit 0b484581c951969daed0cde3e51775ed0a0a4517 Author: kurozael <kurozael@gmail.com> Date: Wed Nov 20 15:19:43 2024 +0000 Some cleanup commit b76f3fa7dfa6b973d31424e79ca777652cd2e207 Author: kurozael <kurozael@gmail.com> Date: Wed Nov 20 15:00:34 2024 +0000 More fixes commit ff4ad7dfc4ec25125a1753aaf6a3470a3c0ce043 Author: kurozael <kurozael@gmail.com> Date: Wed Nov 20 14:02:58 2024 +0000 Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that commit 8d7a08cff2c9641a3c96f5a777f89dbea5c1ba1f Author: kurozael <kurozael@gmail.com> Date: Wed Nov 20 13:32:08 2024 +0000 Testing with handshake process fixes if host changes during handshakes... commit 301685cf930858a1074d3b3add085c52379f4664 Author: kurozael <kurozael@gmail.com> Date: Wed Nov 20 12:49:27 2024 +0000 First fix map override task when using launcharguments.map
32 Days Ago
Make it easier for those who don't know the command line options to spawn their local instances in windowed mode ( https://files.facepunch.com/conna/1b2511b1/sbox-dev_sxEprjThtS.png )
32 Days Ago
Hook up sounds
32 Days Ago
Clean: minor code fixups with no functional change - Hidden a couple statics inside a class to avoid accidental access - Moved a TODO comment where it should really be. - Added warning about thread safety
32 Days Ago
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32 Days Ago
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32 Days Ago
- ▊█▌▇▊▆▉ ▄▇▊▍▋▍▊▋▍ ▊█ ▊▌▆▄▄▄▄ (▆▆▌▉ ▆▋ ▇▋▉ ▌▄▅▅▄▌▅) - ▄▇▊▌ ▇▅▋▇▇▍▆▄▆▉ ▊▇▌▆ █▄▋ ▉▄ ▌▉▄█▋▊▌█▇▋
32 Days Ago
added early return when trying to load a sculpture data-set with a non-matching size
32 Days Ago
Rename Obstacle -> Area In the future the defined Areas defined maybe used for other purposes beyond blocking/obstructing
32 Days Ago
Editor: adjust minimum/maximum camera speed (8 -> 100), determine increment/decrement based on current speed instead of flat rate
32 Days Ago
marked marchingcubemanager to not be destroyed on load (fixes ice disappearing when after disconnecting from a server)
32 Days Ago
codegen
32 Days Ago
Fix catapult boulder exploding instantly in some cases
32 Days Ago
Consolidate some code, cleanup. Setup upgrade menus.
32 Days Ago
Removed unused audio components on the catapult
32 Days Ago
Never cull battering ram wheels
32 Days Ago
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders Composite AO to pipeline rather than blitting, cleanup AddHookAfterTranslucent > AddHookAfterDepthPrepass [Pick] Add internal Graphics.FrameAttributes, up to review Remove hack for clearing AO and use FrameAttributes instead [pick] GetBindlessRWTextureXXX if compute shader Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray [pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc [pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA Compile shaders without MSAA sampling for AO Child camera executes command lists from camera it's taking attributes from Internal CommandList with calling action directly Temp pass RenderEffect inside the command list directly Fix validaiton error in old AO where we were writing normals when never bound Execute procedural layers ( managed hooks ) before threaded action to set up geometry, this fixes race condition in viewattributes from hooks Previously FrameAttributes/ViewAttributes were working to pass to the rest of the pipeline merely because of a race condition and would break down in low framerates and wouldn't actually pass changed view attributes to those partitions in the correct order ( https://i.imgur.com/fW4VPVJ.mp4 ), this does it properly
32 Days Ago
assigning new ice material to block
32 Days Ago
manifest + code gen
32 Days Ago
Be very careful about when we load assemblies in LoadNetworkTables Facepunch/sbox-issues#6984 Only warn once if Json serialization happens during a hotload Facepunch/sbox-issues#6984 Expose BoneCollection / Bone to ActionGraph Fixes Facepunch/sbox-issues#6878 Give each scene dock a unique name and fix load order so we maintain layout positions Move window layout to project cookie, will fallback to importing from editor cookie for now Lazy-initialize NavMesh GeneratorPool Restore AssertNoGraphErrorsInScene test Fixes #1709 Asset Browser: Show 'Open File Location' in context menu when searching too Asset Browser: Disable flat/recursive toggle button when searching or in meta location Hook up Package.Data GameModal now correctly uses GameConfig from backend Fix "no screenshots" being thin After purchase, keep refreshing until we have the item Indicate when you already own items Fix NRE in NavMesh Dispose Restore colliders on rigidbody disable if the collider is still active Don't let collider dictate body type when there's a rigidbody, colliders could have a mix of statics so rigidbody should be the authority on this Load Model.Plane Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods Add DrawModelInstanced methods to CommandList Add CommandList.Set for ComputeBuffer<T> Update default JSON ignore condition to use JsonIgnoreCondition.Never Resolves Facepunch/sbox-issues#6995, Resolves Facepunch/sbox-issues#6953, Resolves Facepunch/sbox-issues#6349 Add Graphics.ResourceBarrierTransition supports transitioning Textures and ComputeBuffers states currently, e.g if you wanted to signal a resource should be readable in fragment after a compute write to it Fixed .config files not being added to appropriate string table for clients to receive changes Scene collision events (#1707) An interface to listen for all collision events that happen during a physics step Fixed NRE when trying to delete non-asset files, resolves Facepunch/sbox-issues#7002 Support drag data for GameObjectControlWidget, resolves Facepunch/sbox-issues#6998 https://files.facepunch.com/tony/1b2311b1/sbox-dev_xLjcpe9xed.mp4 Organisation -> Organization where necessary Resolves Facepunch/sbox-issues#6822 Delete view_shared, move CViewSetup to camerarenderer and start removing unused junk from it Add CameraComponent.CustomSize to override aspect ratio. When rendering to a render target, sometimes you want the aspect of the screen and not the texture Add CameraComponent.ProjectionMatrix Add CameraComponent.CalculateObliqueMatrix to clip projection with a worldspace clip-plane Remove SCENEOBJECTTYPEFLAG_IS_PROCEDURAL - it does nothing Envmap feathering defaults to much tighter SkyIndirectLighting param in hammer env_sky since it seems it never was there Bail Model.Load early with error model for null or whitespace filename Revert "Add recast/detour tile cache" This reverts commit 0b2e398df82b304b23f7ddd2485b943ba1fe20ab. We will use a custom caching solution instead. Merge branch 'master' into navmesh-dynamic-obstacles Fix test
32 Days Ago
Update functions logging Do stats aggregation a shit load faster Fix functions not logging
32 Days Ago
removed old dev dpvold prefab (unused)
32 Days Ago
jungle building skin - prefabs for each block, prefab assignment in building grade script, building grade added
32 Days Ago
Revert "Add recast/detour tile cache" This reverts commit 0b2e398df82b304b23f7ddd2485b943ba1fe20ab. We will use a custom caching solution instead.
32 Days Ago
TTT: Russian localization update - Fixed some typos. - Updated some wrongly localized strings. Initially, some of the changes were from here: garrysmod/pull/2156 (thanks to @Blueberryy ) Merge pull request #2162 from Satton2/patch-1 TTT: Russian localization update
32 Days Ago
Add ice shader GUI, many colour tints, fix normals, and smoothness, and improve parallax effect
32 Days Ago
subtracting 108209
32 Days Ago
Leaderboard backup, run #15653
32 Days Ago
Subtract 108215
32 Days Ago
vLevel isn't const
32 Days Ago
Merge from main
32 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions
32 Days Ago
Merge from main
32 Days Ago
Bday11 textures
32 Days Ago
Merge from shred_helicopters
32 Days Ago
Fixed tread animator changes affecting bradley
32 Days Ago
Fixed magnet crane modifying the on disk materials when moving, resulting in changed tread materials when checking in Minor performance improvements in how we update the tread material, fixed visual tread speed being double calculated resulting in material animating twice as fast
32 Days Ago
Merge from cinematic_gestures
32 Days Ago
Merge from main
32 Days Ago
Can now pick up minicopter, scrap transport helicopter and attack helicopter with the magnet crane in junkyard as long as they are turned off These helicopters can be fed into the shredder for scrap, scrap is multiplied by the current health of the helicopter (eg. 50% hp = half the scrap listed below) Attack Helicopter - 500 scrap Scrap Transport helicopter = 300 scrap Minicopter - 200 scrap
32 Days Ago
Parent merge
32 Days Ago
Codegen
32 Days Ago
Merge from main