239,298 Commits over 3,837 Days - 2.60cph!

4 Months Ago
Fixed #4 Fixed #2, #6
4 Months Ago
sound.Generate now accepts table of samples, or direct binary data as a string The table input should have float values from -1 to 1 (index starting with 1), and is about 4 times faster than using a function string input must be raw 16bit sound data (each sample is a signed short), and is much faster than the 2 other methods. EmitSound handles registered sounds a bit better clientside You could, and still can add `.wav` to the end of the registered sounds to make them work with EmitSound, which is still useful for serverside, but clientside this is no longer necessary. Added optional argument to sound.Generate - loopStart (sample ID)
4 Months Ago
Fixed bug causing attachments to not be registered
4 Months Ago
Added profiling
4 Months Ago
Refresh sell order stock no longer frees attachment list
4 Months Ago
Fixed ground watch and colliders
4 Months Ago
Fixed gibs scale
4 Months Ago
Deploy sound, placement tweaks and guide mesh scale
4 Months Ago
lod and prefab setup for corrugated sheets and radtown shed.
4 Months Ago
Item icon
4 Months Ago
Quick cleanup
4 Months Ago
Now forward attachments on shop listings over the network Added slots to map vendor
4 Months Ago
Art implementation, blinking light behaviour
4 Months Ago
More wip anim/wm/vm code
4 Months Ago
Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size
4 Months Ago
Cleanup Update example Contain frame state inside a struct, nice and clean TextureSubmitInfo: remove bounds info Better render target size management Wait for fences on every submit
4 Months Ago
Delete hostedwidget, Game tab will just wrap through NativeRenderingWidget on tools Don't create main window on tools mode, default to dxlevel 120
4 Months Ago
Rustoria door skin update
4 Months Ago
radtown S2P
4 Months Ago
master house LODs, Collider pass, Prefab setup and baked LOD
4 Months Ago
Try using Network.ClearInterpolation (#1)
4 Months Ago
Level 2 wip
4 Months Ago
Assign all breed materials to the body renderer so the tail is correctly retextured
4 Months Ago
Sell manifest update
4 Months Ago
Use Facepunch.XR provided logging levels Pass bounds to texture submit info Default IPD (for testing with null driver) Facepunch.XR update
4 Months Ago
Debug callback type Verbose logs Keep track of frame start / end to prevent crashing with XR_ERROR_CALL_ORDER_INVALID Perform vk copy operation as single step on submit Use vk fences for vk copy sync
4 Months Ago
Fix edge connect not recomputing texcoords
4 Months Ago
merge from main
4 Months Ago
seismic detector model, materials and lods with basic prefab setup
4 Months Ago
Fix warning Heightmap import resamples if non pow2 given Recompile shader
4 Months Ago
Remove logs Use texture submit x/y as view subrect offset x/y
4 Months Ago
Component inspector event toggle color / tooltip shows if actions are populated https://files.facepunch.com/ziks/2024-05-24/sbox-dev_DLz0WbVE9W.png Facepunch/sbox-issues#5563
4 Months Ago
Merge from main
4 Months Ago
WM flag
4 Months Ago
Set world model anim params to reflect state
4 Months Ago
Assign world model animator
4 Months Ago
merge from main
4 Months Ago
New TerrainMaterial & TerrainStorage assets, improve terrain creation, no more manual vtex layers New TerrainMaterial asset, can be used on multiple terrains, copied from other projects * Replaces TerrainData.TerrainLayer which used manual packed vtex files * Accepts source images for: albedo, normal, rough, ao, height * Compiles into 2 generated vtex_c * Contains other properties for metalness, uv scale, uv rotation * AssetPreview is used for editor UX too, instead of hacky shit before * TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo * Drag drop TerrainMaterial assets into Terrain component * Open for expansion to grass/clutter properties TerrainStorage * Replaces TerrainData & TerrainDataFile * Make use of IJsonConvert to avoid all the crazy crap I was doing before * Drag drop TerrainStorage asset into scene Terrain component editor: * Support creating or linking TerrainStorage if none is attached * split settings into its own tab, add filter properties * Don't force Terrain creation through GameObject menu, don't hide terrain asset generation in here, don't hide the Terrain component * Remove special terrain save logic from SceneEditorSession, use scene.saved editor event * Disable specular on terrain Terrain: Mark all TerrainMaterial textures as used and wanting max quality. In the future this could be smarter and not want max quality for textures used far away Basic height blend https://files.facepunch.com/matt/1b1711b1/sbox-dev_0JNrWPuC9N.png JsonUpgrader for TerrainStorage: Resample ^2+1 heightmaps to just ^2, use non-nested format
4 Months Ago
.gitignore: wanna keep these launchSettings local
4 Months Ago
Disabling loading from save by default on CraggyIsland
4 Months Ago
Add anim override for captive state
4 Months Ago
Set entity animation override default to kidnapper
4 Months Ago
Merge from main
4 Months Ago
Add weekly skin models
4 Months Ago
merge from qol_salvaged_hammer_buff
4 Months Ago
merge from laserdetector_range_fix
4 Months Ago
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4 Months Ago
merge from crossbow_flame_scope_fix
4 Months Ago
merge from qol_mixing_table_hv_ammo
4 Months Ago
merge from KeyCodeTime