248,647 Commits over 3,928 Days - 2.64cph!

16 Days Ago
Change toast cooldown from 15m -> 5m
16 Days Ago
Add toast to variable zoom scope - will prompt you on hotkeys to zoom up and down - will stop showing once you click the button 5x
16 Days Ago
merge from main
16 Days Ago
Codegen Tests
16 Days Ago
Battering ram audio minor change
16 Days Ago
Updated Game and Menu scenes New HD logo that fits the rest of the UI Chatbox + OnOffSwitch tweaks
16 Days Ago
Update: Removing PCH use from Core MSBuild does not expose PCH for Linux target, and we don't really need it
16 Days Ago
Use multi-bounce ambient occlusion Feathering goes outer rather than center, allow to have inner (negative) feathering again, fixes light leaks in maps
16 Days Ago
SQRTRoughness was correct behavior for sampling envmaps
16 Days Ago
merge from fix_telephone_grid -> main
16 Days Ago
Fix telephone using the numbered grid instead of letter grid
16 Days Ago
merge from main
16 Days Ago
Update: ServerProfiler.Core separates platform specific code Required for Linux support - still figuring out how to organize msbuild projects Tests: took spanshot in Editor's Craggy, and did a couple start-stops of playing to ensure no errors
16 Days Ago
Fixed methods being renamed OnDiedByPlayer
16 Days Ago
Update: Split into Core + DLL - Also added an empty linux project - Separated out platform specific code into WinDLL Tests: ran in unity couple times
16 Days Ago
test meshes
16 Days Ago
testing setup for fitting marching cubes to mesh
16 Days Ago
Various fixes about the colour buffer not being resized or copied correctly
16 Days Ago
Put debug spew behind convar Shader tweaks Not perfect yet, but definitely a step in the right direction https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_J85xCR3e3b.mp4
16 Days Ago
Citizen/animgraph: added 'static_pose' int parameter — set to '1' to display the A-pose but with open eyes. To be used when rendering item thumbnails.
16 Days Ago
New high-res cursors that fit the UI
16 Days Ago
Added a fresh OnKilled() method inside BaseNetworkable which is actually called OnKilled()
16 Days Ago
Added first pass jungle ruin floor kit. Updated assets gym with jungle ruin kits.
16 Days Ago
Rename Entity profiler back to OnKilled()
16 Days Ago
merge from main -> fix_telephone_grid
16 Days Ago
Replace BaseCombatEntity::OnKilled() with BaseCombatEntity::OnDied() Since when you Kill an entity OnKilled isnt called, its only called on Die() so its way less confusing to be actually named that
16 Days Ago
Arena 4 Upload meta https://sbox.game/facepunch/c_courtyard
16 Days Ago
-Battering Ram wheels now steer the correct way -Battering Ram wheels rotate via Quaternions
16 Days Ago
Arena 4 finishing touches https://files.facepunch.com/louie/1b1211b1/sbox-dev_FLUVRvGaeQ.jpg https://files.facepunch.com/louie/1b1211b1/sbox-dev_JgO9Y8soQG.jpg
16 Days Ago
Have scientist try to guess your current location based on where they saw you last
16 Days Ago
Remove old DecibelsSlider and fix typo in the new one
16 Days Ago
Horses: removed the velocityDelta thing when applying forward forces, feels better when moving from gallop to canter after releasing shift
16 Days Ago
Test special case with upgrading any / all connected to nop nodes Implemented Version 9 upgrader
16 Days Ago
Contest meta description + can upload image
16 Days Ago
backup ruins_e
16 Days Ago
Improve handling of RenderAttribute overrides/additions in Draw APIs Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set. Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values. e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though. Fixed DrawModelInstanced using blacklisted Memory type as parameter. Remove leftover comment
16 Days Ago
Remove leftover comment
16 Days Ago
Only reset Batch Publish Org if currently set to local Check asset directly along with references assets when checking differences in Batch Publish. Resolves Facepunch/sbox-issues#7151
16 Days Ago
Improve handling of RenderAttribute overrides/additions in Draw APIs Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set. Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values. e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though. Fixed DrawModelInstanced using blacklisted Memory type as parameter.
16 Days Ago
Update ballista icon Changed siege weapon items selection panel
16 Days Ago
Fixed ballista ModularCarAudio.StopTyreAudio NRE
16 Days Ago
Added a fallback blit in cases where TAA is invalid
16 Days Ago
Added the RustTAA shader to the Always Included shaders list
16 Days Ago
Use Widget.Hidden for ControlSheetRow conditional visibility, avoids flicker on populate
16 Days Ago
Add filename to inspector. Only show save preset button if there's a filename specified. Potential NRE fixes.
16 Days Ago
Manifest
16 Days Ago
Fixed catapult fire interaction available when looking at the wheels
16 Days Ago
Added SiegeWeaponVehicleAudio, inherits from from GroundVehicleAudio Updated BatteringRamVehicleAudio Added wheel audio to all siege weapons
16 Days Ago
Skybox material preview https://files.facepunch.com/matt/1b1211b1/sbox-dev_M57SmAq1uF.png
16 Days Ago
Add SceneRenderingWidget Render clothing from a scene Update all clothing icons