243,392 Commits over 3,898 Days - 2.60cph!

36 Days Ago
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36 Days Ago
WIP frame scene ref target on double-click
36 Days Ago
Mute run effects for the moment Don't look at camera in dialogue update scene
36 Days Ago
Merge: from soundmodulator_leak Fixing zipline NRE that my previous change caused. When not pooling, retail the modulators instead of trying to recreate them, since some scripts don't clear them properly. Tests: rode the zipline twice on Craggy, then noclipped around the island to destroy sounds, then rode the zipline twice again - no NREs
36 Days Ago
Bugfix: don't clear modulators when not pooling, fixes zipline NRE This was caused by my previous fix Tests: rode the zipline twice on Craggy, then noclipped away from the island, and rode the zipline again - no NREs
36 Days Ago
More scene.ref node icon tweaks https://files.facepunch.com/ziks/2024-09-30/HZYdyW9buu.png
36 Days Ago
Subtracting 105130 and 105295 (obfuscation_build_fix)
36 Days Ago
WIP game object thumbnails in graphs Refresh object thumbs when scene saved Node icon tweaks https://files.facepunch.com/ziks/2024-09-30/sbox-dev_6XFZEVyCvd.mp4
36 Days Ago
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36 Days Ago
merge from world_update_2
36 Days Ago
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36 Days Ago
Mirror scene
36 Days Ago
Add mirror example component, this isn't ready to be used in games, it's for us to debug rendering issues
36 Days Ago
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36 Days Ago
Expose GameObject.PlaySound, StopAllSounds to ActionGraph
36 Days Ago
Leaderboard backup, run #14308
36 Days Ago
Copy monuments_scene from mac build server (scene bundles are not cross platform, see maps.bundle)
36 Days Ago
Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
36 Days Ago
NPC rig update
36 Days Ago
More merge fixes, including updating the animator. RPS now fully functional
36 Days Ago
Reapply gesture code changes and fixed up gesture picker in the menu
36 Days Ago
Merge from main (stomped local changes on BasePlayer-Gestures and PlayerAnimation controller, will need to reapply changes)
36 Days Ago
Fixed positioning on fan mesh on worldmodel Fixed worldmodel missing outline and adjusted collider size
36 Days Ago
Merge from main
36 Days Ago
Add a capsule check on the world layer before spawning to prevent the player from spawning inside the new cliffs
36 Days Ago
Wall slide anim Dive does damage
36 Days Ago
Leaderboard backup, run #14300
36 Days Ago
Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums https://imgur.com/a/tybd5Dv
36 Days Ago
WIP game object thumbnails in graphs Refresh object thumbs when scene saved
37 Days Ago
reset pivot on divesite_plane, divesite_plane_COL and removed COL from visible prefab
37 Days Ago
Show cubemap complexity on tiled debug vis as well https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png
37 Days Ago
Cubemap frustum cullinng
37 Days Ago
Human: lots of updates, see commit comment • 2 walk animations & default idle poses • Same prefab changes as Citizen • Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose • Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
37 Days Ago
Delete old human male.vmdl
37 Days Ago
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
37 Days Ago
world_update_2 -> main
37 Days Ago
radioactive_water -> world_update_2
37 Days Ago
Radioactive water: - Apply radiation from spinklers in the same way as wetness (more reliable and easily adjustable) - Improved the abilities of TriggerRadiation (LOS Support, Height Check Support and Collider Radius Support) - Balanced sprinkler damage
37 Days Ago
Remove ShowPredictionErrors and EntityIO from debug menu, these aren't used anymore. Add ShowPhysicsDebug there instead so it can be toggled in scene view, not suitable to put it in viewport settings
37 Days Ago
Skip empty files in upload wizard, resolves Facepunch/sbox-issues#6167
37 Days Ago
Merge: from soundmodulator_leak Fixing an assert flood on client by hiding a check behind soundpooling switch - this restores original wonky behavior. Tests: On Craggy, flew around the island with noclip to trigger spawning/despawning of sound entities - didn't see any assertions.
37 Days Ago
Bugfix: when sound pooling is disabled, don't validate if we own the removed modulator Originally, it didn't check but tried to return to the pool - this change restores this aspect. Tests: noclipped on craggy across the entire world to cause entitiy destruction - no asserts
37 Days Ago
Leaderboard backup, run #14284
37 Days Ago
Map and texture adjustments
37 Days Ago
Set frontier hatchet to unlock via frontier hazmat
37 Days Ago
Fixed frontier hatchet missing isRedirectOf, spawning in loot pools and being craftable
37 Days Ago
Set up redirect skin for blunderbuss, unlocks via frontier hazmat
37 Days Ago
Leaderboard backup, run #14277
37 Days Ago
If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing ) Tiled Frustums Start moving tiled_light_culling to use frusta Iterate frustum tiled culling Near/far tiled frustum planes Very simple ConeIntersect and AABBIntersect