249,076 Commits over 3,959 Days - 2.62cph!

23 Days Ago
3p mini corssbow anims updated
23 Days Ago
split vm mini crossbow reload anim into 3 parts and removed skinned mesh arrows from its rig
23 Days Ago
gibs import settings change
23 Days Ago
Bugfix: new ServerProfiler.Core dynamic libs - Fixes Linux exporting symbols with name mangling - Fixes GCC vs MSVC struct packing inconsistency, causing Linux server to crash when instrumenting functions Tests: DLL tested in editor on Craggy, SO tested in WSL standalone server (snapshot export fails though)
23 Days Ago
Bugfix: use different memory offset in MonoClass There's a clash between MSVC and GCC in how to pack the structure, causing the image to be offset on GCC and causing an illegal memory read Tests: ran linux server - it now runs
23 Days Ago
-Ballista Gibs
23 Days Ago
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
23 Days Ago
separated closed collider flags on garage door into mutually exclusive closed and busy collider sets - should significantly reduce the number of active colliders in a sealed base
23 Days Ago
Tweak stat recording tweak contest button
23 Days Ago
Fixed network updates, for example from parenting changes, interfering with smooth movement for entities that are currently lerping Removed Jarryd's interpolator SnapToEnd demo workaround
23 Days Ago
Prefab file loads cached scene on post load if needed - Fixes prefabs referenced in resources not loading the prefab scene
23 Days Ago
Further tests
23 Days Ago
Set TSPEC_TEXTURE_GEN_MIP_MAPS on RenderTargets with mips Whitelist error event analytics [ThreadStatic] AccessControl.Location because we test types in multiple threads and this was gibberish
23 Days Ago
Fix duplicating a spline point with shift not copying roll & scale
23 Days Ago
Ensured constructable entities update state on the serverside as well as the clientside
23 Days Ago
Remove stackalloc (it's not whitelisted)
23 Days Ago
Textures and materials for build stages.
23 Days Ago
Update: properly export API on linux - Also compile as std20 Had to redo my approach to code duplication - gcc was ignoring my annotated forward decl(probably because it was encountered after full definition). Tests: checked with `nm` - symbols were demangled. Tried running server on linux - crashes immediately
23 Days Ago
Added collider to the little overhang roof beside the window
23 Days Ago
Flip tower orientation whilst placing so it looks away from you
23 Days Ago
Add some randomness to the scientist peek timings
23 Days Ago
Fixed broken constructable entity reference
23 Days Ago
- Fixed broken guide mesh - Fixed offset guide mesh deploy location
23 Days Ago
Fixed broken colliders and positions on siege tower constructable stages
23 Days Ago
Play around with threaded Steam networking message usage like Rust does - and some other tips from Andre
23 Days Ago
Use Span instead for Memory to pass Transforms to CommandList.DrawModelInstanced
23 Days Ago
Fix CameraComponent.ScreenNormalToRay Always define vTexCoord2 by default Shader rebuild Expose category tree and package properties to package find results Package category tree WIP filter, allow discovering WIP games Explicitly set fields/props to null when deserializing (#1728) Obsolete HostSync, add SyncFlag, add code upgrade / fix (#1729) This stuff shouldn't be public Move Qt.Orientation to Editor namespace, LinkableSplitter uses it Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work. Humans: convert Citizen animations on the ModelDoc side rather than graph side Start using SceneRenderingWidget instead of NativeRenderingWidget for shadergraph https://files.facepunch.com/layla/1b1311b1/sbox-dev_v8vsdE0JhV.png Only add query flag is property was set to true - otherwise remove the query flag Fix SceneRenderingWidget not calling PreRender Shadergraph: Fix preview ShowSkybox option Fix undo for convert to prefab (#1730) We need to explicitly unset PrefabSource by calling BreakFromPrefab if __Prefab is not specified. Give some hitbox depth bias to capsule collider gizmo Fix parsing <see> with langword / href More unused render pipeline Remove SceneSystemStats (snapshots for external debugger) Begin migrating CRenderingPipelineStandard to managed RenderPipeline with RenderLayer & ProceduralRenderLayer (w/ callback). Starting with depth prepass layer. Use custom mip filter that samples from neighbors for cubemapper https://i.imgur.com/nn23dRG.png Fixed NRE in code upgrader for HostSync in scenario where no sibling Sync is found Citizen/animgraph: fixed broken crouch states (oops) Remove legacy loop Add ControlSheet.AddProperty for expression to easily add static properties Add code editor control widget delete preferences.build event Title current code editor so it can show up titled in settings Page general uses control sheets Set tooltips for static control sheet properties Page networking uses control sheets ActionBasedSerializedProperty can provide attributes Page scene view uses control sheets Page notifications uses control sheets Don't adapt ActionBasedSerializedProperty for this, create a ReflectionSerializedProperty instead OpenPropertySheet -> OpenControlSheet Shadergraph: Use control sheet for preview settings popup Get rid of property sheet usage in widget gallery CompilerPage uses control sheet Move InputAction and enums from sandbox.system to sandbox.engine so they can be exposed Add CustomEditor for NamedEditor "keybind" InputActionPanel modal uses control sheet Expose ControlModeSettings Supported Control Modes uses control sheet Move input actions back to sandbox.system InputAction can't use control sheet yet, it exists sandbox.system and now it can't be moved from there to be exposed Package references uses control sheet Add FolderControlWidget Standalone review page uses control sheet Publish finalize page uses control sheet Delete RuntimeAddonPage, not used anymore? Project page uses control sheet InputActionPanel uses input action proxy for now because we can't move the fucker Block tool uses control sheet Path tool uses control sheet Delete property sheet cya Fix exception in TreeNode.SetChildren Order block tools, select current tool in combo box Use WorldTransform instead of Transform.World in engine code Remove remaining usage of Transform.World/Local Add simulation space option for particle force https://files.facepunch.com/layla/1b1511b1/sbox-dev_wMFfk99UTS.mp4 Add Scene.Trace.Rotated to allow for tracing rotated boxes or capsules (this already worked with FromTo( Transform, Vector ) but it's not obvious enough because no one knew it was there Drop model as static prop based on model archetype Allow for inner feathering for EnvmapProbe in UI, same defaults for hammer equivalents of this ggxcubemaphelper (cpu) is equivalent to cubemapper (gpu), increase sample count but use faster sampling and sample from first mip always https://i.imgur.com/5UuaG0b.mp4 Sample from mips again and decrease sample count to not be absurd for our budget More beards - human versions + malehead02 texture adjustments Merge branch 'master' into SantaOutfit24-2
23 Days Ago
Material Update in constructable prefab
23 Days Ago
merge from f1grenadeskinfix
23 Days Ago
Merge from indirect_instancing (and main)
23 Days Ago
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
23 Days Ago
merge from primitive
23 Days Ago
Siege tower constructable gibs
23 Days Ago
Merge from main
23 Days Ago
Disable certain features (layers, bounds, ...) in order to debug last week's performance regression.
23 Days Ago
Fixed error when loading borked ballista ammo item
23 Days Ago
dirty SDF sculpting proof of concept, in-editor test setup only
23 Days Ago
Catapult and battering ram constructable gibs
23 Days Ago
Initial Use spheres so we only have to send a single list of vec4s over Gather objects Split logic into COcclusionCullingStandard Change order, gather correctly, readback, count visible + culled objects Reject occluded objects, tweak gather & shader Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug Put debug spew behind convar, tweak shader Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks
23 Days Ago
More beards - human versions + malehead02 texture adjustments
23 Days Ago
23 Days Ago
First pass on spline model deformation https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_pXP1R0vFzj.mp4 https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_1SBGUutgNa.png
23 Days Ago
Ballista constructable setup
23 Days Ago
Rename param
23 Days Ago
Fixed catapult fire interaction available when looking at the ammo container
23 Days Ago
terrain4_albedo_array and terrain4_normal_array mip-bias changes
23 Days Ago
- Ballista Guidemesh - Ballista Build Stages
23 Days Ago
Better catapult constructable colliders Tweaked bounds
23 Days Ago
Merge from quality
23 Days Ago
Merge from main