243,169 Commits over 3,898 Days - 2.60cph!

11 Days Ago
Remove `weapon_hl2mp_base` from properties Pointless string
11 Days Ago
Physics Player Controller (#13) Minor controller adjustments Update PhysicsCharacter
11 Days Ago
Add quick start input, animator and camera controller to PhysicsCharacterController Should fix being ungrounded when something above head
11 Days Ago
more ui work, add default color for every customization item
11 Days Ago
Reset animations properly when entering cutscene Remove debug draws from PhysicsCharacter Fix all jittery camera issues
11 Days Ago
Got BouncePlatforms working properly Fixed CrumblePlatform error Triple Jump working proper Working Launch Pads
11 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler VrMonitor goes long unused since we removed SceneMonitor & VR Multiview 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 AO on lighting pass GTAO stub, remove sdf.hlsl (until we meet again 🫡 ) Iterate gtao Iterate GTAO Iterate GTAO Calculate gtao depth and normals properly, use inverted depth for gtao Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats Remove old SDF functions entirely (byebye) Iterate GTAO, works almost perfectly ingame, add noise function to it [pick] Add Motion.hlsl for motion vectors Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer Update texture formats and remove unused code Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation Proper TAA, option for spartial or temporal blur SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness Add generic TAA filter to Motion.hlsl Sensible defaults and final tweaks Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
11 Days Ago
Show unambiguous ident subdirectory path in project creator window, resolves Facepunch/sbox-issues#6609 Bring back automatic default project names (My Project 1, 2 etc) now we use idents for project subdirs (and have for ages) Smite the random third-party cloud references in core assets
11 Days Ago
Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
11 Days Ago
Got wall jumping working proper, can also cling onto certain rotating platforms Proper wall sliding friction GroundSlam working with new controller Diving Velocity Adjustments
11 Days Ago
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
11 Days Ago
refinery map updates
11 Days Ago
Show file name + extension
11 Days Ago
Show asset name if only deleting one asset https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png
11 Days Ago
Fix server build error
11 Days Ago
Increase Step Height ClimbingAbility working with new controller Fix DiveAbility and more climbing issues
11 Days Ago
report_copy_steamid -> main
11 Days Ago
Minor cleanups
11 Days Ago
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
11 Days Ago
The wolf can now lie down or scratch its ears instead of just standing still
11 Days Ago
Optim: Avoid expensive reserializations when trees de-/spawn - Controlled by TreeManager.UseLazySerialization, enabled by default - Tracked by LazyUpdate scopes - Simplifies some profiling scope names - Added OnTreeDestroyed profiling scope This should save us 0.25ms per cell reserialization on larger worlds. Tests: local multiplayer session, connected, destroyed a tree, reconnected. Confirmed tree impostor wasn't there and profiling scopes showed lazy serialization. Disabled lazy serialization and reconnected - still good and no spikes in profiler on chopping down trees.
11 Days Ago
Sensible defaults and final tweaks
11 Days Ago
Battering ram constructable prefab and item setup Fixed missing animator
11 Days Ago
Fix editing method bodies from outside component editor
11 Days Ago
Add missing files
11 Days Ago
Add era convar Restrict items showing up in crafting menu depending on era Work on era editor window to change item era easily (WIP because implemented on laptop) Add tags to a bunch of items & assign era to a bunch of obvious items
11 Days Ago
Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative)
11 Days Ago
Play particle effect when repositioning. Hook up placeholder effect.
11 Days Ago
Add generic TAA filter to Motion.hlsl
11 Days Ago
reset player pos
11 Days Ago
End level screen
11 Days Ago
Display "Everything" / "Recents" in address bar when those are active
11 Days Ago
Add persistent object work queue to analytics in the same way as object work queue Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
11 Days Ago
CCTV Cameras can now hear in game voice feeds - GetConnectionsWithin can now check connections to players secondary groups to see if they are close enough - Extra connections added to ConnectionsInSphereList as normal
11 Days Ago
Merge from gesturepack
11 Days Ago
renamed some player update animation fbx's
11 Days Ago
Fixed gesture system spamming warnings while on tutorial island Took the chance to clean up a bunch of client side logs when setting up the tutorial island renderer
11 Days Ago
Merge from main
11 Days Ago
Sort recents properly
11 Days Ago
Fix FindItemsThatStartWith
11 Days Ago
Reverted catapult's textures meta unwanted changes in 106265
11 Days Ago
Merge from halloween24
11 Days Ago
Remove the WaterVisibilityTrigger from MineDungeon, possibly causing missing water when exiting the halloween dungeons
11 Days Ago
adjusted metal_trim_rust_01 mat
11 Days Ago
Implement basic viewing of net stats per connection in Networking tab of Console - GetStats public on Connection for this to be available ( https://files.facepunch.com/conna/1b2111b1/Medal_Pzi3rxHXV8.mp4 )
11 Days Ago
Updated FGD files Minor cleanups nav_blocked event Last Played iteration in server browser
11 Days Ago
merge from main
11 Days Ago
Clothing Updates
11 Days Ago
Optim: Preserialize the tree grid before sending to the player - Added ClientRPC overload that accepts a MemoryStream to support above - Early out of the tree streaming logic if no players are in the streaming queue Local test on 4.5k Proc world showed that it took ~1m to stream entire world for 1 player instead of previous 3.5m Tests: minimal, booted procgen map in CLIENT+SERVER local session, waited until everything streamed in
11 Days Ago
Merge from relationship_manager_dangling_profiler_sample_fix