249,480 Commits over 3,959 Days - 2.63cph!

39 Days Ago
Bit of docs, clean up
39 Days Ago
Do tile validation before updating bitmask instead of during so tiles destroyed after those that already updated their bitmask don't leave behind invalid tiles Fix Autotile Rectangle Tool Fix all the issues that the last 2 fixes caused
39 Days Ago
wardrobe_01 updates + wood_trim_polished_blend_02 meta
39 Days Ago
Fix disabled audio source warning when reconnecting in range of an active car radio
39 Days Ago
Merge from main
39 Days Ago
Move joint OnBreak action to breaking group
39 Days Ago
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
39 Days Ago
2x2 Edge now has proper tile count Added bitmask mappings for each valid autotile position of 2x2 autotiles. Now all brush types are officially supported https://files.facepunch.com/CarsonKompon/2024/December/03_15-57-FlakyPlanthopper.mp4 Fix rectangle delete not deleting non-autotile tiles when in autotile mode Placing Autotiles near Autotiles of another type while merging is enabled will no longer override the old tile type Autotile Merge setting now visually shows how the merge will end up looking (although not yet functional when painted. will need to refactor how autotiles are saved) https://files.facepunch.com/CarsonKompon/2024/December/03_16-32-RegularAfricanbushviper.mp4
39 Days Ago
Add Joint.IsBroken Add Joint.StartBroken Add Joint.Unbreak() to activate the joint after breaking
39 Days Ago
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits Spring joint impulse checked against break limit seems to be negated?
39 Days Ago
hoover mat tweaks added another wood_trim_polished blend material wardrobe_01 initial commit
39 Days Ago
Change tile guide asset names Added 256 tile guides Can now create Autotile Brushes of each type. Remove Corner Type Implemented 3x3 Complete (255) Autotiling Fix Rectangle Tool preview Brush Rotation no longer incorrectly displays Autotile preview Paint Tool now supports 2x2 Autotile Brushes Fix issues when using Round brush with 2x2 Autotile Added descriptions to each tool Property Added "Merge Different Autotiles" Brush setting. Fix eraser not drawing above other tiles Check for the validity of a 2x2 Autotile existing when painting/erasing Maintain 2x2 validity check while using 255 size bitmask
39 Days Ago
Ballista - player anims for up/down - added player anims to animator, set up blendtree with up/down animing to use up param - tweaked start position of lever on ballista anims - tweaked eye position & hand ik on entity
39 Days Ago
prefab progress
39 Days Ago
Merge from simple_upgrade
39 Days Ago
Can't upgrade after recent damage
39 Days Ago
Fixed missing animator param warning when reloading the ballista
39 Days Ago
Update weapon modifiers to use new stats syntax
39 Days Ago
ExpressionBuilder -> LegacyExpressionBuilder WIP
39 Days Ago
Prevent temp ragdoll player instigated dismounts
39 Days Ago
More stats work
39 Days Ago
Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view
39 Days Ago
triangle planter progress LODs, Collison and Gibs initial prefab setup - some extra work will revist tonight
39 Days Ago
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
39 Days Ago
Update description of gmod_uncache_test Fixed crashes wiith CTriggerWind when loading a save Minor clean ups Micro optimization for SWEP think More minor clean ups Added new NPC functions Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity )
39 Days Ago
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
39 Days Ago
implemented ballista base rig
39 Days Ago
Merge from main
39 Days Ago
re-exported ballista weapon anims after rig update
39 Days Ago
merge from siege_weapons
39 Days Ago
Horse container, breeds Tweaked fringe, collar and hair skinned mesh renderers bounds to fix culling issues
39 Days Ago
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
39 Days Ago
Log any errors
39 Days Ago
Attempt to restart multiple times if we failed due to an exception
39 Days Ago
Double time window to ensure we restart and store DateTimeOffset of when restart was last requested
39 Days Ago
rename vars, too
39 Days Ago
Rename CommandManager to more suitable ServerRcon
39 Days Ago
Fixing branch name typo because I can't live with it.
39 Days Ago
Bunch of shadow cascades and distance related stuff.
39 Days Ago
Use spheres so we only have to send a single list of vec4s over
39 Days Ago
Remove unused shit from lightbinner and make everything enums
39 Days Ago
Fix Gizmo.Control.Position returning true without it being dragged on
39 Days Ago
Arena 1 changes
39 Days Ago
mini crossbow admire anim updated and rotate barrel anti clockwise clip created
39 Days Ago
jungle_ruins_a layout first iteration
39 Days Ago
Update shaders
39 Days Ago
Initial
39 Days Ago
Grey out tool buttons when disabled Fix asset picker when selecting cloud maps
39 Days Ago
Manifest Codegen
39 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Reenable MSAA fetching for SSAO compositing, don't use loops Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen GTAO temporal filter uses edge detection to filter out edge ghosting https://i.imgur.com/EzfclG7.mp4