userLorenz Junglascancel
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175 Commits over 120 Days - 0.06cph!

Yesterday
Fix video recorder crash when vulkan video fails to initialize on AMD cards Properly cleanup resources if video or audio context creation fails at any point.
5 Days Ago
Revert "Mark as Dirty if physics body transform did change" This reverts commit e493682a3343f8eed75fd50e7b437505915e64fd.
5 Days Ago
Account for more floating point imprecissions
5 Days Ago
Further, reduce goal overshooting for nav agents
5 Days Ago
Optimize crowd simulation, should be twice as fast This mitigates the performance loss caused by enabling Collision Avoidance & Separation
6 Days Ago
Reformat Detour/Recast C# files
6 Days Ago
Mark as Dirty if physics body transform did change
6 Days Ago
Early return in PhysicsBody.Move if transform didn't change
6 Days Ago
Fix agent acceleration oscillating when reaching goal
6 Days Ago
Add Rotation.AlmostEqual Add Transform.AlmostEqual Only mark physics body as dirty if it actually moves Fixes issue where navmesh areas would be rebuild unnecessarily
7 Days Ago
Accept Context Menu Event for feature tabs. Add some more validation to clipboard JSON Fixes sbox-issues/issues/7867
7 Days Ago
Enable nav agent avoidance and separation No idea if they have always been off or if i disabled them by accident at some point.
7 Days Ago
Get rid of float/double.Epsilon usage use more sane defaults 10^-4 for singles 10^-6 for doubles
7 Days Ago
Refactor some navmesh code, allows for less agressive locking
7 Days Ago
Spaces -> Tabs Add some locks since this can be accessed by multiple threads
7 Days Ago
Get rid of unused ChunkyTrimesh recast code Update recast from Facepunch/recastnavigation
7 Days Ago
Untangle navmesh threading, significantly reduces initial navmesh generation time.
7 Days Ago
Fix floating point precission issues in recast pathing code see recastnavigation/recastnavigation#515 & recastnavigation/recastnavigation#735
8 Days Ago
NavMesh only allocate debug draw buffers if we actually want to draw Disable Navmesh generation on prefab scenes
9 Days Ago
Don't recreate Inspector widget if the object is already inspected Fixes sbox-issues/issues/7882 https://files.facepunch.com/lolleko/2025/March/17_09-35-SvelteMeerkat.mp4
11 Days Ago
Add 99.9 percentile to benchmark data collection to diagnose largest lag spikes Also P5 and P95 while we are at it.
11 Days Ago
Fix Navmesh.DrawInEditor spawning 500 generation threads at the same time Use Environment.ProcessorCount instead of ThreadPool.GetMaxThreads
12 Days Ago
We are tracking frame time not FPS so we want to use P99 not P1
12 Days Ago
Hookup GCPause performance stat for benchmarks
12 Days Ago
Calculate P95, P1 and Stuttering metrics for our benchmark samples
12 Days Ago
Reenable hc1 test
12 Days Ago
Run deathmatch benchmark after regular benchmark (#1850) https://files.facepunch.com/lolleko/2025/March/13_20-16-AdvancedOrangutan.mp4
12 Days Ago
Reenable sbdm test
13 Days Ago
Bump default avoidance for nav agents
14 Days Ago
Small optimizations in GameObject.Clone Preallocate some containers Slightly reduce reflection usage
14 Days Ago
Small optimization in Components.GetAll Reduces allocations/garbage by getting rid of recursive lazy evaluation (yield).
14 Days Ago
Set transform to identity/zero during ConvertToPrefab serialization, restore instance transform after serialization Closes sbox-issues/issues/7840
15 Days Ago
Fix GameSettingsModal incorrectly showing some properties as bool
16 Days Ago
Improve error handling for navmesh queries
16 Days Ago
Vectorize and cleanup some things in BBox math Obsolete `BBox.GetVolume` we already have `BBox.Volume` (property) Obsolete `Sphere.GetVolume`, add `Sphere.Volume` as replacement Add static variant of Vector3.Clamp Add static variant of Vector3.Abs
16 Days Ago
Support non uniform scale in BBox.Transform
18 Days Ago
Add back support for H.265 video encoding. Use HW accelerated Vulkan Video if available. Encoding H.264 and H.265/HEVC now uses Vulkan video and the underlying hardware accelerators if supported. If Vulkan video is not supported, both H.264 & H.265 will fallback to openh264. This mean the support for H.265 encoding is limited to modern GPUs.
18 Days Ago
Update FFmpeg again, I forgot webp codecs & muxers in the last build
19 Days Ago
Custom FFmpeg build: Reduces FFmpeg binary size from 120mb to 20mb
19 Days Ago
Update ffmpeg 6.0 -> 7.1 (#1842)
20 Days Ago
Navigation Links (#1833) Allows to place and edit nav links. Links are considered by pathing and agents will be able to traverse them. Link traversal is customizable via code: - Links can be inherited to customize behavior. - Agents have an delegate that is invoked when they start/stop traversing a link. Detailed Instructions: https://sbox.game/dev/doc/navigation/navmesh-links/ https://files.facepunch.com/lolleko/2025/March/05_17-11-MadCrayfish.mp4 https://files.facepunch.com/lolleko/2025/March/05_17-14-CraftyOropendola.mp4
20 Days Ago
Remove additional stack trace in callback batch completly, performance hit is too big unfortunately Also caused weird NREs in some cases
20 Days Ago
Only assert `Calling awake on XXX but active scene is YYY` in game/during play 6cec910 has been resolved and the assert now only fails for for false-positives/non-issues in editor, which is annoying.
21 Days Ago
Only enrich CallbackBatch.Execute StackTrace in Editor & Debug builds, as the extra stack trace has a performance impact
21 Days Ago
Fix prefab duplication when dragging prefab into the scene tree widget
21 Days Ago
Enrich CallbackBatch.Execute Exceptions with an additional stack trace to improve debuggability Before https://files.facepunch.com/lolleko/2025/March/05_09-08-DeadCommabutterfly.png After https://files.facepunch.com/lolleko/2025/March/05_09-08-ElegantEwe.png
21 Days Ago
EditorHandleAttribute show base sprite for inherited types
22 Days Ago
SBOX-2FDH: Fix NRE when clicking on a compile diagnostic with invalid spans that are not mapped to a file
22 Days Ago
SBOX-2Z9F: Add missing `SceneEditorSession.Scope()` / `Scene.Push()` calls to editor actions that modify the scene Should get rid or at least reduce the amount of `OnAwake on X on (Object) failed from Create: Assert: AreEqual Calling awake on X on (Object) but active scene is...` errors
30 Days Ago
Fix navmesh rasterizer skipping triangles that only touch a cell