241,437 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Update README.md
1 Year Ago
Updated `cvars` library (#1972)
1 Year Ago
Fixed some mesh updates not happening until the next modification
1 Year Ago
Updated avatar menu map
1 Year Ago
Nature models from core + use foliage animation https://files.facepunch.com/louie/1b2211b1/sbox_0046.mp4
1 Year Ago
Move nature models to asset party
1 Year Ago
Compile fix
1 Year Ago
ferry terminal S2P
1 Year Ago
updated terrain heightmap and made road topo and blendmap a bit farther
1 Year Ago
updated materials for decals
1 Year Ago
Add InstancedRenderScheduler & InstancedEntityScheduler prefabs to bundles/prefabs/world so they always spawn
1 Year Ago
Remove all hacks we had for a second shadow atlas for viewmodel shadows Sharp viewmodel shadows prototype, remove last references to viewmodel atlas Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4 SSAO test for viewmodel Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion Try a few more AO techniques Composite viewmodel AO, and this should be the right way to do HBAO Remove nonsense resolution scale stuff in common.fxc that's unreferenced in code and causing problems (defined before system.fxc wtf) Allow compute on renderpipeline to do multiple dispatches, HBAO as compute,HBAO bilateral blur Use hammersley rather than bluenoise, looks a ton better
1 Year Ago
Diver pickaxe chain mat tweaks
1 Year Ago
Cherry picked 83772 => Fixed some shaders not receiving deferred decals
1 Year Ago
Cherry picked 83772 => Fixed some shaders not receiving deferred decals
1 Year Ago
Fixed some shaders not receiving deferred decals
1 Year Ago
New Outfit Piece! - Eye Cover https://files.facepunch.com/daniel/1b2211b1/sbox-dev_IPlz0gEa4Y.jpg Another clothing piece to add to the creepy collection. LODs coming ASAP.
1 Year Ago
Update FP.BurstCloth to latest, tweak cloth mats
1 Year Ago
1 Year Ago
merge from save239
1 Year Ago
merge from experimental
1 Year Ago
Updated Square building + asset party upload
1 Year Ago
Angle constraint improvements
1 Year Ago
Add diver pickaxe
1 Year Ago
Async refactor Fixed dodgy rebase
1 Year Ago
reroll refund upgrade arena bounds bounce upgrade upside down upgrade shock unit status shock upgrade particle Merge branch 'main' of sbox-sausagesurvivors2
1 Year Ago
Fixed projectile water penetration on ocean
1 Year Ago
Minor tweak for DListView example
1 Year Ago
dlistview_column:SetFixedWidth sets the column width immediately (#1965)
1 Year Ago
Remove SWEP:SetDeploySpeed Sandbox tool validity checks constraint library tweaks Mostly validity checks
1 Year Ago
tweaked vertex colors - terminal building
1 Year Ago
updating fx
1 Year Ago
brick skin steel beam redo, remapping all building blocks involved for higher texel ratio
1 Year Ago
materialsystem2 stop trying to load rendersystemdx9 User shaders set attributes for vrad3 - fixes lightmapping, do not cast shadows, and probably other crap Recompile blendable with fixed attributes
1 Year Ago
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1 Year Ago
manifest rebuild
1 Year Ago
Fix scuffed read/write + allow override SyncVar.GetValue
1 Year Ago
WIP trying to get compute shaders to work
1 Year Ago
Start syncvar tests Update and read sync vars as they change Syncvar updating
1 Year Ago
Merge Tugboat -> save239
1 Year Ago
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
1 Year Ago
Fix glass not compositing translucency properly, also fix area light problems with it
1 Year Ago
Merge PhysicsLayerRevamp -> save239
1 Year Ago
merge from diversuit
1 Year Ago
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
1 Year Ago
Whitelist System.Collections.Concurrent.ConcurrentBag
1 Year Ago
merge from ferry_terminal
1 Year Ago
Merge PhysicsLayerRevamp -> Aux2
1 Year Ago
Merge PhysicsLayerRevamp -> Main
1 Year Ago
Fix vrad light bounces for blendable