249,487 Commits over 3,959 Days - 2.63cph!

48 Days Ago
Merge from main
48 Days Ago
Fix navmesh debug draw disappearing at certain heights
48 Days Ago
Can now change the size of the Paint and Eraser tool. Using the eraser tool with an autotile selected will erase using autotile rules https://files.facepunch.com/CarsonKompon/2024/November/25_16-26-AromaticFrog.mp4
48 Days Ago
Line and Rectangle Tool now support Autotile Brushes https://files.facepunch.com/CarsonKompon/2024/November/25_15-53-BluevioletLeafbird.mp4
48 Days Ago
Calculate tile bitmask and find matching tile on paint https://files.facepunch.com/CarsonKompon/2024/November/25_14-17-MotherlyQueenbee.mp4 Added mappings for each bitmask value of a 47-tile tileset https://files.facepunch.com/CarsonKompon/2024/November/25_15-38-ElegantBighornsheep.mp4 Slight refactor so you can paint autotiles over existing autotiles https://files.facepunch.com/CarsonKompon/2024/November/25_15-46-AlienatedIndochinesetiger.mp4
48 Days Ago
Allow NavMesh areas to have arbitrary transforms Reduce debug draw ground offset
48 Days Ago
Merge from ai_wolf_iteration
48 Days Ago
Fix wolves leaping too far
48 Days Ago
BaseSiegeWeapon now inherits from GroundVehicle and BatteringRam now inherits from BaseSiegeWeapon
48 Days Ago
Fix wolf thinking the player is reachable when they are not, because of unity async paths returning "complete" instead of "partial" even when they are partial, potentially because of the hidden large projection they do
48 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO
48 Days Ago
Update spritecard.shader_c
48 Days Ago
Hook last version of jump anim, and re-annotate the motion warping timings Apply out of navmesh root motion when not in the air
48 Days Ago
Update ci.yml Update all_shaders.txt Rebuilt shaders
48 Days Ago
merge from fix_teleport2grid_foundations -> main
48 Days Ago
Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO
48 Days Ago
Build shaders in ci
48 Days Ago
Fix teleport2marker & teleport2grid moving you inside rocks / bases instead of to the top of them
48 Days Ago
Restart pause menu Hide tutorial if doing platform run Display timer
48 Days Ago
Remove cs_surface_interactions Always output combo count if it's over 1000 Strip some lesser used stuff from spritecard to get the compile time/size under control Remove old broken water shader spritecard compile fixes Revert "Remove old broken water shader" This reverts commit 839701b6fc80e9ef6663f8540820545e5d39f490. Fix water shader not compiling
48 Days Ago
Try fixing compile error from junkpile despawn
48 Days Ago
merge from qol_junkpile_despawn -> main
48 Days Ago
tweaks
48 Days Ago
Add emission support to localcoord shader
48 Days Ago
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48 Days Ago
Add * option to vfxcompile Create Shaders-Build.bat Create Shaders-BuildForced.bat Delete old shader build scripts
48 Days Ago
Update base.fgd Fixed Grenade weapon trying to emit NULL sounds Do not set `commentary` on map load Bump max_constraints default Force Sandbox tool names lowercase Portal 2 coop spawnpoints Rollermine variants Remove code to set NPC names from spawnmenu for the killfeed Too error prone unfortunately Fix regression with PR #2143 Optimize spawnmenu SWEP autorefresh stuff Fixed loading screen month checking Do not IsValid input in hook.Add NULL entity is still an entity, and it used to work. IsMounted hack to do with Half-Life 2 20th anniversary
48 Days Ago
Tweak the wolf dynamic vision range: Reduce base wolf vision by 5m Player crouching = 50% range Player sprinting = 130% range (no change) Crouching now allows getting in melee range if you approach a wolf from behind
48 Days Ago
Fixed view model hands being disconnected on SV wep switch This is due to some specific mods and recent changes Clear CShadowDepthView to black instead of white Fixes garrysmod-issues/issues/6086 Fixed 2 "Parent cvar in server.dll not allowed" warnings on start up Delete cl_soundfile Unused, no reason to keep it. Newline for mat_disable_d3d9ex warning Do not print `cc_lang = ` with developer 1 Fix r_lightcache_zbuffercache 1 crashing if set after map load Fixed yet another useless console message on game start up "Not playing a local game"
48 Days Ago
Fixed view model hands being disconnected on SV wep switch This is due to some specific mods and recent changes Clear CShadowDepthView to black instead of white Fixes garrysmod-issues/issues/6086 Fixed 2 "Parent cvar in server.dll not allowed" warnings on start up Delete cl_soundfile Unused, no reason to keep it. Newline for mat_disable_d3d9ex warning Do not print `cc_lang = ` with developer 1 Fix r_lightcache_zbuffercache 1 crashing if set after map load Fixed yet another useless console message on game start up "Not playing a local game"
48 Days Ago
Protocol++
48 Days Ago
Initial RPC send and receive framework for stats using protobuf
48 Days Ago
Working on jungle walkways
48 Days Ago
Fix network scene load race condition. Fix spamming Join Game trying to connect to a lobby after we're already in a game
48 Days Ago
Merge from main -> aux3
48 Days Ago
ballista ammo lods and prefabs
48 Days Ago
Added BaseTileTool.AutotileBrush Tileset Tool Preview updates to show selected Autotile Brush if there is one https://files.facepunch.com/CarsonKompon/2024/November/25_11-44-GhostwhiteGenet.mp4 Add collapse-able groups for line and rectangle tool inspector values Highlight selected autotile tiles with selected color Painting with the PaintTileTool while an Autotile Brush is set will paint to that Autotile layer instead of drawing tiles directly (and draw some debug visuals for now)
48 Days Ago
- Init/Disposal of transaction feed entries - Setup view system to display a given protobuf of transactions - Ensure disposal and return to the pool on dialog closed - Code cleanup
48 Days Ago
Merge: from VendingMachinePooling Fixes a minor bug that caused Vending Machine's protobuf pool to inflate Tests: spawned a vending machine on craggy, saved, loaded craggy again - marker was present. Monitored pooling stats - seemed normal.
48 Days Ago
Bugfix: avoid inflating VendingMachine's protobuf pool - Rewritten with relying on pooling Tests: spawned a vending machine on craggy, saved, loaded craggy again - marker was present. Monitored pooling stats - seemed normal.
48 Days Ago
update particle.rework scene
48 Days Ago
impact fx updates + explosion_medium updates added impact.brick particle fx
48 Days Ago
exported updated wolf attack ledge animation
48 Days Ago
Composite SSAO on Lighting rather than Blitting (#1677)
48 Days Ago
Merge from admin_invis_command
48 Days Ago
Update shaders, might get stumped with AO changes but i'll just build them back
48 Days Ago
merge from wire_slack_fix
48 Days Ago
Fixed 0 point wires not being destroyed as expected when quickly adding and removing points
48 Days Ago
merge from main
48 Days Ago
fix nre, cleanup unused, order, CommandList.Release -> CommandList.ReleaseRenderTarget