258,099 Commits over 4,018 Days - 2.68cph!

10 Days Ago
Implement new death particles
10 Days Ago
JsonIgnore these
10 Days Ago
Standalone: initial support for /unsafe, clean up compiler options, rework project settings stuff to use "Standalone Only" instead of "Whitelist Enabled"
10 Days Ago
merge from fix_ownership_scientist -> main
10 Days Ago
bee_damage -> bees
10 Days Ago
Beehive: - Fix a bug preventing humidity from being reduced if a roof was used or a fire was placed nearby - Improvements to loot panel reliability - Protobuf the humidity too - Code cleanup and simplification
10 Days Ago
add reroll banish item more items from barrel spiker prefab spiker digging spiker shoot anim spiker head attack spiker head particles and force prevent spiker being pushed while shooting
10 Days Ago
fixed bee grenade unlock
10 Days Ago
Fix scientist corpses not assigning item ownership
10 Days Ago
Removed bee sounds from bee grenade entity (kept on the world and view model)
10 Days Ago
XP Convar fixes
10 Days Ago
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10 Days Ago
Fix numpad KeyEvents using the incorrect name when binding from the editor. Resolves Facepunch/sbox-issues#7778
10 Days Ago
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10 Days Ago
manifest, (harbor_2.prefab got nuked)
10 Days Ago
merge from crafting_update
10 Days Ago
restoring workbench unlocking to prior behavior, default unlock, no techtree progression to unlock
10 Days Ago
Fix for bee fire damage state. Added a bee falling down dead subemitter when taking damage.
10 Days Ago
TTT: Let TTTLastWordsMsg hook override default behaviour (#2227) - Return true from the hook to disable default behaviour - Adds the original chat text as a parameter
10 Days Ago
TTT: Fix players being revealed as dead if they chat/voicechat at the exact moment of death (#2229)
10 Days Ago
Make Blur postprocess much faster while being also higher quality by using mip chain instead of doing gaussian blur inline
10 Days Ago
Merge from temperature_teas
10 Days Ago
Added custom buff tooltip text for temperature tea effects.
10 Days Ago
EditorHandleAttribute show base sprite for inherited types
10 Days Ago
Add texture barriers for Graphics.MipmapGen, ensures that mips for bloom2 won't be read from the previous frame
10 Days Ago
Remove sv_autojump as it does nothing Pull Requests * TTT: add ttt_filter_role entity * TTT: Close player volume slider along with scoreboard * Updated AngularJS from 1.1.2 to 1.8.2 + potential performance improvements * Fixed DButton:SetConsoleCommand() not accepting vararg * New Localisation Phrases
10 Days Ago
Move tonemap to commandlist so that it's rendered over postprocesses that uses commandlist
10 Days Ago
Smoother threshold curve for Bloom2
10 Days Ago
added desc for bee grenades, brief description of XP system on nucleus.
10 Days Ago
art updates
10 Days Ago
WIP of little zigg
10 Days Ago
Merge: from main Tests: none, no conflicts
10 Days Ago
edited crocodile turn 90 left and right anims and exported wip croc intimidate attack rm anim
10 Days Ago
Merge from temperature_teas
10 Days Ago
Remove old (now null) teas from cooking workbench visuals to fix NRE when mixing
10 Days Ago
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10 Days Ago
New Localisation Phrases (#2207) * Additional terms * Remove mine/my * add network terms Added Reconnect, Offline, and Online. Did not add as they already exist: Disconnect and Connect
10 Days Ago
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10 Days Ago
auto calculate craft times
10 Days Ago
- Fixed issues with the workshop normals when downloading from steam and reuploading. - Fixed general compound texture compression issues when downloading from steam and reuploading.
10 Days Ago
merge from main
10 Days Ago
Fix DButton:SetConsoleCommand() not accepting vararg (#2223) Makes variable arguments in DForm:Button() function properly.
10 Days Ago
Shader template uses S_MODE_DEPTH combo
10 Days Ago
bees -> crafting_update
10 Days Ago
Added LOS check system to master swarms so they cant damage people through walls
10 Days Ago
Item names, manifest file.
10 Days Ago
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
10 Days Ago
Use way less DrawRect calls in PlayerDamageIndicators until we have DrawPoly or equivalent
10 Days Ago
- Makes the tiger shadow your movement when your back is turned -> this prevents brutal charges from behind that could occur because of the RNG is the previous sneaking behavior - Reduces tiger speed when fleeing -> this helps land a few shots before the tiger disappears in the foliage, and make sharp turns look less jarring - Improves debug speed logging - Renames ProcessEntity to UpdateEntityVisibility ("ProcessEntity" was too vague of a name)
10 Days Ago
Delete now unused recipes. Remove unused recipes from recipe lists. Assigned new tea recipes. Added final teas to recipe lists.