250,267 Commits over 3,959 Days - 2.63cph!

2 Months Ago
added playground.sculputres.sav TestSave - grid of some differently carved sculptures for material testing
2 Months Ago
merge from ai_wolf_iteration
2 Months Ago
Fix fire not scaring wolves when the player is standing on top of a tall object They will now approach very slowly, flee as soon as the player swings their torch, and flee after jumping if fire is still lit Cancel wolf jump when player goes down the tall object before the wolf arrives
2 Months Ago
merge from main
2 Months Ago
Fix opening .action resources Fixes Facepunch/sbox-issues#6841
2 Months Ago
Preset hookup test
2 Months Ago
Merge from main
2 Months Ago
merge from main
2 Months Ago
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2 Months Ago
Skia updates Add SteamId struct Player modal Remove unused shit
2 Months Ago
merge from frankenstein_shelterraid_fix
2 Months Ago
merge from gesture_menu_nre_fix
2 Months Ago
merge from rps_disconnect_fix
2 Months Ago
merge from gesturepack
2 Months Ago
merge from ai_wolf_iteration
2 Months Ago
Smoke grenade mat to match the ammo icon.
2 Months Ago
Progress
2 Months Ago
Smoke grenade improvements.
2 Months Ago
Add metallic map to detail layer on standard shaders
2 Months Ago
Add Sandbox.Services.Players Item store cleanup Fix sidebar scroll size Hard-code sort orders instead of getting them from the backend
2 Months Ago
Leaderboard backup, run #15245
2 Months Ago
Disable rendering on sceneobject when model renderer uses model that has no valid render meshes
2 Months Ago
enemy homing bullet bullet drop reduce charmed enemy dmg status difficulty 1 player sprite bullet can bounce on bounds status icon data grenade shoot sfx set player diff 1 sprite
2 Months Ago
Cache native physics body shapes so GetShape can have direct access to them
2 Months Ago
Merge from dofexposer
2 Months Ago
Map Updates
2 Months Ago
More prefab backups
2 Months Ago
Fixed DofExposer not finding the post volume when added at run time
2 Months Ago
merge from main
2 Months Ago
More prefab changes
2 Months Ago
Auto calculate tiling parameters This avoids having to expose them, while we are not sure if they should be. Optimize tile geometry collection Only add physic shapes to generator that are in bounds Make tile geometry collection thread safe Speed navmesh geometry collection for scenes with complex physicbodies The geometry collection is optimized by only collecting the PhysicsShapes of a PhysicsBody that are actually in the navmesh bounds. Previously, all shapes of a PhysicsBody were collected, which resulted in a lot of irrelevant geometry being collected. This optimization significantly speeds up the overall navmesh generation (70 times faster when benchmarked on FP square).
2 Months Ago
Fixed some skin ID issues
2 Months Ago
Merge from main/hazmat plushy
2 Months Ago
Can now test items in the store that haven't been uploaded yet
2 Months Ago
Prop prefab backup
2 Months Ago
Parent merge
2 Months Ago
Fixed bad DofExposer merge
2 Months Ago
Added store.limitedItemTests and store.generalItemTests convars, stores a list of ids that will appear in the limited/general store tab (comma delineated) Added store.refreshStore
2 Months Ago
Parent merge
2 Months Ago
adjust hit particle
2 Months Ago
Backup of gesture pack and wolf2 stills
2 Months Ago
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 SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders Composite AO to pipeline rather than blitting, cleanup AddHookAfterTranslucent > AddHookAfterDepthPrepass [Pick] Add internal Graphics.FrameAttributes, up to review Remove hack for clearing AO and use FrameAttributes instead [pick] GetBindlessRWTextureXXX if compute shader Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray [pick] Fix sampletexture_bicubic (is anything using it)? [pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc [pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA Compile shaders without MSAA sampling for AO
2 Months Ago
Backups
2 Months Ago
Backups/unsaved
2 Months Ago
Merge from main
2 Months Ago
Fix RPS dialog staying on if player is disconnected mid game
2 Months Ago
Fixed NRE when attempting to assign gestures in the options menu while not conneted to a game
2 Months Ago
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2 Months Ago
Optim: reduce profiling capacity, instead lazy-grow it - When frame didn't fit the capacity, drop it and rerecord it This should help avoid large stutters in editor (and hopefully on the server as well). Tests: tested craggy in editor - spikes gone. Tested on 6k world in standalone server - spikes still present. Also noticed one export failed, but think it's unrelated to current changes
2 Months Ago
Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA