258,055 Commits over 4,018 Days - 2.68cph!

8 Days Ago
Allow dragging transform properties into ActionGraph https://files.facepunch.com/ziks/2025-03-06/sbox-dev_AW24oUYbX4.mp4
8 Days Ago
merge from disable_premium
8 Days Ago
Simplify ObjectContext collection
8 Days Ago
Force server premium toggle to off, fixes clients getting kicked for invalid auth after 60s
8 Days Ago
Fixed existing preimum servers appearing with a lock icon
8 Days Ago
merge from hopper_power_fix
8 Days Ago
Disable client side checking of premium status Disable server side auth of premium status Hide premium filter in server browser Hide premium tag on servers in server browser
8 Days Ago
Fix croc sometimes ending up with permanent Y rotation offset
8 Days Ago
Fix long standing bug with mixing table UI sometimes not enabling the mix button for valid recipes on first use.
8 Days Ago
boss digging boss shooting boss retreating
8 Days Ago
Add foliage debugger to find inconsistencies, fix splat and biome map sampling, adjust cpu coarse culling to avoid issues, remove instance data padding now placement is more consistent
Leaderboard backup, run #18077
8 Days Ago
More refactoring, entirely remove the Vine class Vine mountable now tracks all state once spawned, isn't destroyed on player dismount Provides much simpler client side vine visual management
8 Days Ago
Iterate from Bloom2 from SceneStaging
8 Days Ago
Can't always imply pView->GetMainViewport() matches swapchain, make it calculate size of swapchain for passing to managed pipeline
8 Days Ago
Compile shaders
8 Days Ago
Draw debug arrows for vines
8 Days Ago
Shaded Prepass should always have conservative clipping for prepass
8 Days Ago
Move responsibility for storing destinations to the Vine, not the LaunchPoint Vine now tracks if it is at it's start location or a destination, when at a destination can only swing back to origin
9 Days Ago
Bloom2 https://files.facepunch.com/sampavlovic/1b2711b1/FGDhgt0i6B.png https://files.facepunch.com/sampavlovic/1b2711b1/zuIstGTQuO.png https://files.facepunch.com/sampavlovic/1b2711b1/sg0ZpXbsVz.png
9 Days Ago
DepthNormal G-Buffer Rendering Mode (#1766) * DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH * DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels * Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior * Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer * Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set * Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional * Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS * Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold * GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4 * Bind ClearFlags, this should probably be implicit * Just use DepthNormalPrepassLayer, use depthnormal mode again * Remove old no-normals depth prepass, keeps things simple, effects that we use will need to rely on depthnormals, doesn't add too much cost * Fix typo on gtao * Reconstruct Normals::Sample from depth if underlying texel doesn't use DepthNormal mode https://files.facepunch.com/sampavlovic/1b2711b1/DdYOdR9WrI.png * DepthNormals mode fallback if shader doesn't have it * Pass screen size to managed texture we create for depthnormal gbuffer, dimensions must match the swapchain, which resized viewports don't match * Apply offset when sampling Prepass Normals https://files.facepunch.com/sampavlovic/1b0411b1/dfC5VELlYw.png * Use Depth MODE instead of DepthNormals for DepthNormals * Enable shadow fast pass properly, make it use depth_only shader * update shaders with depthnormal * Shader template uses S_MODE_DEPTH combo
9 Days Ago
Add gamma slider to Bloom2, better threshold control https://files.facepunch.com/sampavlovic/1b0511b1/TxvWZBZWLd.png
9 Days Ago
Dresses female versions
9 Days Ago
Downsample does gamma correction if doing gaussian blur, fixes NAN and overbrightening on glass, ui blur and bloom2
9 Days Ago
music loop import setting change
9 Days Ago
cargo ship rustige egg music loop
9 Days Ago
Merge from main
9 Days Ago
Add `loadclipboard` and `saveclipboard` commands
9 Days Ago
Added a unique description token to the Lead armor insert. It was sharing the same token as the Asbestos armor insert from the looks of it.
9 Days Ago
couple color variants for concrete_damaged materials
9 Days Ago
Fixed fridge power light going off when being reskinned Added a new "IgnoreSkinReplacement" tag to opt out renderers from the skin system
9 Days Ago
Allow `copybox`, `copyradius`, `copybuilding` and `paste` to skip name parameter to act like it's using a clipboard by using the filename `clipboard`
9 Days Ago
Remove duplicate attempts to load ItemDefinition in Item.Load() to a single attempt Move check for invalid ItemDefinition to the top of Item.Load() instead of halfway through it
9 Days Ago
Continuing WIP of lil zig
9 Days Ago
Set Incapacitated player flag to false when respawning
9 Days Ago
Fixed max health hardcoded to 100 in BasePlayer.MaxHealth (no gameplay change)
9 Days Ago
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9 Days Ago
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9 Days Ago
Removed hidden storage adaptor mesh inside the hopper
9 Days Ago
Change roll logic to only use a single roll rather than subsequent rolls for each armour slot. Should increase number of armour slots
9 Days Ago
Merge from main
9 Days Ago
Probably fix rcon client only returning the first response from the server
9 Days Ago
Fixed hopper not draining batteries, now has 8 power consumption at all times
9 Days Ago
merge from main - RC
9 Days Ago
merge from fix_item_ownership_nre -> main
9 Days Ago
Fix NRE from Item.Load() method feeding in null ItemDefinition Prevent other item ownership methods from throwing exception (instead pass empty string)
9 Days Ago
Dont send items to CookingPot storage containers with Free Delivery skill Updated VoicePanel and made character move while voice chatting Update Quest Completion logic for quests with item requirements Added Pig mob Unify usage of TryGiveLocalItem, update Recommended Quest Order, implement Pig Spawns/SFX Added sprites for each potion type, potion SFX, and implemented the Health Potion.
9 Days Ago
Fix incorrect clamping on premiumRecheckInterval
9 Days Ago
Recognize damage
9 Days Ago
Re-add PSX Post Processing