241,709 Commits over 3,867 Days - 2.60cph!

5 Months Ago
Fix in-game news header stretching/squishing
5 Months Ago
Vaulter
5 Months Ago
Codegen
5 Months Ago
Add `auto_refresh_region` convar - defaults to false on linux so it only gets ping region on startup
5 Months Ago
Debug lists Ensure targets are in the right dictionaries Ignored players are now properly removed from the blockers list
5 Months Ago
Fixed crashes due to recent changes to gib system Let's try this again: unload unreferenced materials in more places This is aimed at making sure content from maps is unloaded before content from another map is loaded
5 Months Ago
RPC fixes. Deploy in correct state. Auto select functionality.
5 Months Ago
Return compositor & event manager by value, clean up
5 Months Ago
Allow selected mesh faces to be extracted and put into a new mesh
5 Months Ago
Create vulkan transfer queue, command pool, command buffer for copying images across
5 Months Ago
Imported Dolly and Trolley Props Added Textures and Materials for Dolly and Trolleys Setup Dolly and Trolley Prefabs, Colliders and LODS
5 Months Ago
Reduce stack usage Vulkan headers Include headers Restructure (see desc) fpxr::Instance now handles creating a compositor. fpxr::Compositor handles creating an event manager. The idea behind this is that we want to be able to use Vulkan functions to create images, so that we can pass any valid VkImage in from an app and then have FPXR copy it over to the VkImage that OpenXR wants to use, meaning that you don't have to fuck around with passing images and image views to and from OpenXR and your application. We'll manually vkCmdCopyImage at the end of the frame before submitting to OpenXR (i.e. when rendering a layer). ```cpp fpxr::InstanceBuilder instance_builder{}; fpxr::Instance instance = instance_builder.SetAppName("fpxr") .WithGraphicsAPI(fpxr::GraphicsAPI::GRAPHICS_API_HEADLESS) .RequestValidationLayers() .WithDebugMessenger() .Build(); fpxr::Compositor* compositor = instance.Compositor(); fpxr::EventManager* eventManager = compositor->EventManager(); ```
5 Months Ago
Make rotate undoable
5 Months Ago
Add rotate and treat as one to mesh face texturing
5 Months Ago
Tweak enemy spawn rates Ghost enemy
5 Months Ago
Clear up these ".vfx" references to avoid confusion ColorGrading: Expose to TypeLibrary, make properties public so inspector can find them (Engine classes are exposed differently than classes in projects) Compiled ColorGrading shader ColorGrading: Don't need these private enums, they map 1:1 with the public
5 Months Ago
blunderbus 3p and gun anims update
5 Months Ago
Turn shadows off on cue for now. Cue forward interp increase based on shot power
5 Months Ago
Merge gymnastics
5 Months Ago
Fix yeeting white ball into pocket
5 Months Ago
Fix position
5 Months Ago
Await frame - reimplement animate into pocket Various collision fixes
5 Months Ago
5 Months Ago
When finding files to publish, also look in libraries
5 Months Ago
More wip
5 Months Ago
tarp wall scaffold pieces
5 Months Ago
Speedrun stats
5 Months Ago
ColorGrading - Work In Progress ColorGrading Post Process - Work in Progress. Temperature Mapping, Tone mapping methods. Working on per channel curves. Work in progress update RGB and HSV per channel colour curves, UI improvements More WIP changes Added per channel mappings, LUT for HSV and RGB, code improvements, ACES calculations,. Latest ColorGrading post process and shader Latest ColorGrading post process and shader Removed some meta commands and tidy ups Some '#fdefs not needed as unused Uniforms optimised away by compiler. Some white space tidy ups. Merge pull request #1584 from Facepunch/ColorGrading2 Color grading2
5 Months Ago
Removed some meta commands and tidy ups Some '#fdefs not needed as unused Uniforms optimised away by compiler. Some white space tidy ups.
5 Months Ago
5 Months Ago
Do not detect molotovs
5 Months Ago
linked 4 shotgun ammo types to ammo bones in blunderbus viewmodel prefab and edited swap ammo script. Also removed shotgun ammo reference meshs from viewmodel rig export
5 Months Ago
Show "not in service" on the ferry's sign if the ferry is going to be removed
5 Months Ago
Check if Rigidbody is valid here to prevent error during end turn
5 Months Ago
Spikes take up 2 tiles
5 Months Ago
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5 Months Ago
Fix stylesheet issues. Set / broadcast RPCs for physics properly
5 Months Ago
Add button for toggling hold manually in the editor (outside of VR) https://files.facepunch.com/tony/1b2211b1/sbox-dev_HsOtOwwohC.mp4
5 Months Ago
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5 Months Ago
Latest ColorGrading post process and shader Latest ColorGrading post process and shader
5 Months Ago
If a player fails a serve, reset the state back to serving
5 Months Ago
New spawnlists Minor cleanups Filling in usage information for SWEPs/SENTs New Lamp Tool models Fixed DMenuOptionCVar resetting from cvar too early in certain use cases Fixes garrysmod/pull/2084 Added DSlider:ResetToDefault DColorCube/DColorMixer default color stuff Cookie support for DNumSlider & DCheckBox(Label) Will be used for Spawnicon Editor internally Remove Episode 2 exclusive soundscapes from gm_construct Fixed game-generated spawnlists using appID over game folder name concommand AutoComplete "arguments" argument Move "Delete X items" lower for spawnmenu multi-select right click menu This is more consistent with single select right click menus Added DAdjustableModelPanel:Set/GetMovementScale New features for Spawnicon Editor Move speed customization, FOV precise control, camera position copy/paste, quick rotate model +/- 45deg, Fixed selecting text in spawnicon editor only working on second try, forced LOD to highest Spawnmenu SWEP/SENT usage information on tooltip
5 Months Ago
More WIP changes Added per channel mappings, LUT for HSV and RGB, code improvements, ACES calculations,.
5 Months Ago
Simplify InterpolationBuffer a little bit (internal API) Disable interpolation during certain initialization callbacks for components
5 Months Ago
Fixed DMenuOptionCVar resetting from cvar too early in certain use cases
5 Months Ago
Reduced the minimum water required to throw from a water jug from 1000ml to 100ml
5 Months Ago
Added admin convar to allow all player based skinned mesh renderers to be able to enable/disable update offscreen. Enabled will prevent popping of players at corners of frames when doing cinematics
5 Months Ago
Allow this kind of circuit to work where the passthrough goes directly into the close side input and closes the door when powered https://files.facepunch.com/Flavien/Ml84foJgYsxuLlqZ.png
5 Months Ago
Spike traps https://files.facepunch.com/ziks/2024-05-22/sbox-dev_i2Um7rSnQj.mp4
5 Months Ago
Debugging