243,090 Commits over 3,898 Days - 2.60cph!

11 Days Ago
Save Interactable/NPC states to GameSave. This isn't really used yet NPCs now have "!" above their head if they have something new to say, showing InputGlyph when in range NPC progression updates, saves, and loads proper. Collected items do not respawn when reloading a save Can now check if a dialogue is completed directly instead of having to make a weird 2nd copy. Updated into area accordingly
11 Days Ago
radioactive_changed_removal -> main
11 Days Ago
Remove 'radioactivity changed' editor log
11 Days Ago
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
11 Days Ago
Add new anims to wolf
11 Days Ago
pause menu updates
11 Days Ago
Show current map icon on save select Load into the previous scene/entrance on save load
11 Days Ago
Fix player error on save
11 Days Ago
Scenes are now properly tied to MapResources and saved to the save file
11 Days Ago
Mods for surface mounted explosions.
11 Days Ago
Started Save System + Safe OnPlatform check Coins and Items save to file. Collectables that have already been collected will not respawn StartupScene is not the main menu Hooked up the save UI to the save slots
11 Days Ago
Adding new v3 anim folder to playerUpdate branch
11 Days Ago
Merge from analytics_add_persistent_work_queue
11 Days Ago
Add persistent object work queue to analytics in the same way as object work queue Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
11 Days Ago
Diving from a ground slam now has a similar cooldown
11 Days Ago
Add cooldown to jumping out of a dive
11 Days Ago
Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders
11 Days Ago
Fix running speed animator
11 Days Ago
Can cancel Dive with a Jump Can now dive out of a ground slam WishVelocity Acceleration on Player
11 Days Ago
Rising Pitch w each Coin Pickup
11 Days Ago
Update Train animgraph so it enters idle animation after completing the entrance
11 Days Ago
Remove `weapon_hl2mp_base` from properties Pointless string
11 Days Ago
Physics Player Controller (#13) Minor controller adjustments Update PhysicsCharacter
11 Days Ago
Add quick start input, animator and camera controller to PhysicsCharacterController Should fix being ungrounded when something above head
11 Days Ago
more ui work, add default color for every customization item
11 Days Ago
Reset animations properly when entering cutscene Remove debug draws from PhysicsCharacter Fix all jittery camera issues
11 Days Ago
Got BouncePlatforms working properly Fixed CrumblePlatform error Triple Jump working proper Working Launch Pads
11 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler VrMonitor goes long unused since we removed SceneMonitor & VR Multiview Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao AO on lighting pass GTAO stub, remove sdf.hlsl (until we meet again 🫡 ) Iterate gtao Iterate GTAO Iterate GTAO Calculate gtao depth and normals properly, use inverted depth for gtao Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats Remove old SDF functions entirely (byebye) Iterate GTAO, works almost perfectly ingame, add noise function to it [pick] Add Motion.hlsl for motion vectors Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer Update texture formats and remove unused code Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation Proper TAA, option for spartial or temporal blur SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness Add generic TAA filter to Motion.hlsl Sensible defaults and final tweaks Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
11 Days Ago
Show unambiguous ident subdirectory path in project creator window, resolves Facepunch/sbox-issues#6609 Bring back automatic default project names (My Project 1, 2 etc) now we use idents for project subdirs (and have for ages) Smite the random third-party cloud references in core assets
11 Days Ago
Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
11 Days Ago
Got wall jumping working proper, can also cling onto certain rotating platforms Proper wall sliding friction GroundSlam working with new controller Diving Velocity Adjustments
11 Days Ago
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
11 Days Ago
refinery map updates
11 Days Ago
Show file name + extension
11 Days Ago
Show asset name if only deleting one asset https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png
11 Days Ago
Fix server build error
11 Days Ago
Increase Step Height ClimbingAbility working with new controller Fix DiveAbility and more climbing issues
11 Days Ago
report_copy_steamid -> main
11 Days Ago
Minor cleanups
11 Days Ago
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
11 Days Ago
The wolf can now lie down or scratch its ears instead of just standing still
11 Days Ago
Optim: Avoid expensive reserializations when trees de-/spawn - Controlled by TreeManager.UseLazySerialization, enabled by default - Tracked by LazyUpdate scopes - Simplifies some profiling scope names - Added OnTreeDestroyed profiling scope This should save us 0.25ms per cell reserialization on larger worlds. Tests: local multiplayer session, connected, destroyed a tree, reconnected. Confirmed tree impostor wasn't there and profiling scopes showed lazy serialization. Disabled lazy serialization and reconnected - still good and no spikes in profiler on chopping down trees.
11 Days Ago
Sensible defaults and final tweaks
11 Days Ago
Battering ram constructable prefab and item setup Fixed missing animator
11 Days Ago
Fix editing method bodies from outside component editor
11 Days Ago
Add missing files
11 Days Ago
Add era convar Restrict items showing up in crafting menu depending on era Work on era editor window to change item era easily (WIP because implemented on laptop) Add tags to a bunch of items & assign era to a bunch of obvious items
11 Days Ago
Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative)
11 Days Ago
Play particle effect when repositioning. Hook up placeholder effect.
11 Days Ago
Add generic TAA filter to Motion.hlsl