244,455 Commits over 3,898 Days - 2.61cph!

1 Year Ago
Run WrapSet and WrapGet if both are specified. When passing to static callback always pass propertyName or methodName as fully qualified name. Support type argument for return type and Func param Nicer error when can't find type to invoke on for passed callback name CodeGeneratorFlags/CodeGeneratorAttribute renaming
1 Year Ago
Minor glossary of differences we keep with upstream rendersystemvulkan
1 Year Ago
Fix inspector NRE when hotloading Don't fullbright scene thumbnails with lights
1 Year Ago
Iterate components using a function and prune out nulls that are littered by hotload
1 Year Ago
Remove native SetupStereoFrustums Remove unused camerarenderer stage RenderStereo uses correct view flags etc., clean up
1 Year Ago
Reduce default max_fps to 150 There's no reason to have it at 300 by default Add a hack for $alphatest 1 displacements not having collisions $alphatest 1 brushes are considered "windows" and are non solid, but it doesn't make sense for displacements. Rename CS:GO mountable game to mention the legacy branch I am not sure we should keep it, might just leave this to mount.cfg Fixed blendable textures on a brush being inverted in Hammer i.e. not appearing like they do in-game.
1 Year Ago
1 Year Ago
Wrap exceptions thrown when invoking nodes Allow DeclaringType to be optional in instance property get / set
1 Year Ago
Revert this, it cocks everything up, find a different way
1 Year Ago
Calculate mass for all bodies, not just dynamic, our API relies on it
1 Year Ago
Merge from shader-stdblends-extended
1 Year Ago
Fixed errors when opening "Rust/Standard Terrain Blend" material inspector
1 Year Ago
Oops, wouldn't have worked, now it does
1 Year Ago
Merge from shader-stdblends-extended
1 Year Ago
Added strength control sliders to "Apply Vertex ..." properties in Rust/Standard shader set
1 Year Ago
Traces get start solid from solver, not fraction being zero
1 Year Ago
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1 Year Ago
Added bindsubsurfaceprofile to Dracula Mask Updated SSS mask texture
1 Year Ago
Cast callbacks calls world ShouldHit, does some extra checking for static/dynamic
1 Year Ago
Changed graphics quality names
1 Year Ago
Added metal_trim_rust_01 + iron_trim_01 https://files.facepunch.com/jason/1b1111b1/opera_8sRndSQDk8.png https://files.facepunch.com/jason/1b1111b1/Adobe_Substance_3D_Painter_2KHTC6LJIR.png
1 Year Ago
Created and Added Bath Tub Planter Icon
1 Year Ago
exported basic new player anims first pass and updated the playeranimation.contoller
1 Year Ago
Added early model to rocking chair.
1 Year Ago
Dracula cape/mask cinematic assets
1 Year Ago
Expanded "Apply Vertex Alpha" to optionally affect AO
1 Year Ago
1 Year Ago
Remove references to vphysics2 Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
1 Year Ago
New rendersystem interface bits Base rendersystem updates Sync rendersystemempty w/ public Partial update rendersystemdx11 scenesystem updates rendersystemvulkan bits and bobs
1 Year Ago
When instantiating a prefab, mark it as such Draw prefab instances differently in the scene view Create prefab_test.scene Prefabs save a lut from prefab object id to instance object id
1 Year Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing Updated ActionJigs Some more node types Support deserializing system types if TypeLibrary is okay with them Error messages in node tool tips Added GraphView.GetRelevantNodes Node graph HandleConfig refactor Allow arbitrary nesting in node creation context menu Default handle color tweak Update Facepunch.ActionJigs Hotload: fix before / after constraints on upgrader ordering TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty Constant nodes Node interface tweaks Update() node UI after Layout() calls Update ActionJigs Try to get nodes to redraw on change Post-rebase fixes I missed Remove references to vphysics2 Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
1 Year Ago
New Outfit Piece! - Hair Net https://files.facepunch.com/daniel/1b1111b1/sbox-dev_0eon8tFPlK.jpg Now you can dress up as a fry cook at a fast food restaurant. LODs coming asap!
1 Year Ago
Added code for Rocking Chair
1 Year Ago
Ghost sheet no longer removes torso (so underwear can be worn underneath)
1 Year Ago
wr single 2 test
1 Year Ago
stake - updated prefabs & positioning after model updates
1 Year Ago
Save pre velocity for intersection notifications
1 Year Ago
Testing method for creating a decal in scene worlds
1 Year Ago
Support body inertia scale
1 Year Ago
For aggregate CheckShapeOverlap, just use CastShape, that will handle meshes for us Fix body CheckOverlap, switch the test around when the shape is a mesh
1 Year Ago
added female GhostSheet model
1 Year Ago
Highlight asset list folder when selected Fix baseitemwidget drag hover and drag drop logic being backwards
1 Year Ago
Weapon racks can force a rotation. Weapon racks can be set to create pegs or not.
1 Year Ago
Get rid of unused overlap and sweep functions from interface Aggregate CheckShapeOverlap, skip meshes for now
1 Year Ago
Merge from shader-stdblends-extended
1 Year Ago
Initial managed VR / stereo rendering logic Remove tracked device debug spew SceneCamera.RenderStereo, allow eye targeting Build & override camera frustum based on params provided by steamvr Clean up unused shit
1 Year Ago
Updated Bath Tub FBX Scaling
1 Year Ago
Resolved incompatibility with $BlendModulateTexture and $detail Give sk_ally_regen_time a minimum value of 0.01 to avoid division by 0 And subsequent freezes due to infinite loops Lazily fix props with VortWarp shader crashing when entering water
1 Year Ago
Don't try to make Application.CursorPosition fractional (fixes not being able to click on stuff on another monitor) Add Application.CursorDelta to make having a smooth cursor delta easier with a highdpi monitor Use CursorDelta in SceneEditor first person camera
1 Year Ago
Test rack item. More wip.