255,046 Commits over 3,990 Days - 2.66cph!

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32 Days Ago
Scene backups
32 Days Ago
Leaderboard backup, run #17045
32 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid
32 Days Ago
Merge from cmbrainenabled
32 Days Ago
Merge from cmbrainenabled
32 Days Ago
Fix cmBrainForceDisable convar running in edit mode
32 Days Ago
Merge from main
32 Days Ago
Spawning, initial stats
32 Days Ago
Ensure techtree filters out items that are not allowed in the era - items don't move into the correct location yet but at least you only see items you can craft in the current era Optimize opening tech tree to make it 4x faster - 500ms -> 130ms lag spike - 55MB allocation -> 13MB allocation - initially thought it was above changes causing it but was long standing issue
32 Days Ago
Push for test
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32 Days Ago
Scene backups
32 Days Ago
Ram impact interior FX.
32 Days Ago
Merge from primitive
32 Days Ago
Merge from primitive
32 Days Ago
Codegen
32 Days Ago
Merge from primitive
32 Days Ago
Fixed swapping seats blocking the horse Passenger can't send local input to the horse
32 Days Ago
Fixed door skins skin ids
32 Days Ago
Add menu item for "Update Game Manifest (optimized)" to allow you to use the faster generate manifest optimization in the editor (instead of only on the build server)
32 Days Ago
merge from primitive -> primitive_gm
32 Days Ago
Distortion voodoo to fake the rammed wall shaking on impact.
32 Days Ago
Merge from industriallights_skins
32 Days Ago
merge from primitive_gm -> primitive
32 Days Ago
Don't show train tunnel markers inside monuments on the map when underground tunnels is disabled (since they are blocked off with debris)
32 Days Ago
Some tests on changing the catapult boulder for a scatter shot
32 Days Ago
Change reward of shark hunt mission (since it gives out jackhammer but those are loot only now) - 1 icepick + 3 med syringe instead
32 Days Ago
Change reward of "free crates" diving mission in primitive era - used to be pump shotgun, but that's restricted now - instead give 1 combat knife, 1 small backpack, 1 compound bow + 32 arrows
32 Days Ago
Add support for missions to return different rewards in each era
32 Days Ago
Update light skin ids so they don't conflict with primitive
32 Days Ago
Merge from parent
32 Days Ago
Merge from main
32 Days Ago
Remove baked lighting ToolsVis, they're nigh useless for us now, the one we actually use is a near duplicate of Diffuse toolsvis Remove all references to lightmapping combos, they're still available on vertex shader for lightmapping uv input though, PS stubs it out on specialization Start bindless lightmaps & light probe volume Bindless Lightmaps use cbuffer directly for indices instead of setting texture parameters, lightmapping conditionals use constants instead of combos now Bindless Light Probe Volumes Actually bind bindless lightmaps Final adjustments, vertex shaders still use lightmapping combo, take out rest of lightingTerms.vDBG_BakedLighting Spritecard tries to sample lightmaps from vertex shader which isnt what we want, remove dynamic combo rules for lightmaps Bakeresourcehelper which is used on tools has duplicated LPV constants code, make it use same path that's used for bindless Remove BATCH_FLAGS_HAS_BAKED_LIGHTING_FROM_VERTEX_STREAM ( unused ) and BATCH_FLAGS_CONTROLLING_COMBO_CHANGES (bullshit now) Mark bindless lightmaps and LPVs as used, might not be needed but making sure Update shaders with bindless lightmaps
32 Days Ago
merge from primitive
32 Days Ago
Double Clicking a Subgraph Node instantly opens the Subgraph Implemented the file history forward and back buttons when navigating through multiple ShaderGraphs in the same window https://files.facepunch.com/CarsonKompon/2025/January/21_18-29-MidnightblueSandbarshark.mp4
32 Days Ago
Added a dedicated TerrainCollisionProxy collider for the horses
32 Days Ago
Remove BATCH_FLAGS_HAS_BAKED_LIGHTING_FROM_VERTEX_STREAM ( unused ) and BATCH_FLAGS_CONTROLLING_COMBO_CHANGES (bullshit now) Mark bindless lightmaps and LPVs as used, might not be needed but making sure
32 Days Ago
Merge from main
32 Days Ago
Enable vulkan 1.2 features (scalarBlockLayout, bda, descriptor indexing, etc.) instead of using all the extensions
32 Days Ago
Revert "Catch null typedescriptor when cloning" This reverts commit 04c9f070c908428fd86eea9cbe8355e15aa069c5. Revert "Reduce JSON usage in GameObject.Clone (#1781)" This reverts commit 3975bc70bb23755766f1767725aab376864a5260.
32 Days Ago
Removed custom rotation pivot on the snake mask, re-enabled the 3d view in the store
32 Days Ago
Fixed horses standing on trough in ranches S2P both ranches
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32 Days Ago
Parent merge
32 Days Ago
Bakeresourcehelper which is used on tools has duplicated LPV constants code, make it use same path that's used for bindless
32 Days Ago
Make sure to include any passenger when ragdolling the horse driver
32 Days Ago
Fixed horse double saddle culling
32 Days Ago
Forgot a file
32 Days Ago
Closed battering ram cockpit door Scaled up the wheel a lil bit and added suspension Fixed battering ram not using its VehicleChassisVisuals Updated BatteringRamVisuals to move the axles Cleaned up BaseSiegeWeaponVisuals
32 Days Ago
Subgraph "Add To Node Library" adds the subgraph to the Create Node menu so they can be easily accessed. https://files.facepunch.com/CarsonKompon/2025/January/21_16-51-HardVampirebat.mp4
32 Days Ago
Add ConVarFlags.GameSetting Add internal TypeLibrary.GetMembersWithAttribute<T> Add EditorUtility.CreateTypeLibrary( CompilerOutput[] ) Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing Add GameSettingsEntry.Default since we'll want to give the controls default values Implement GameSettingsModal Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game Icon support for game settings dropdown options, use SwitchControl instead of Checkbox Add Reset to Default button in GameSettingsModal Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
32 Days Ago
Fix error when deserializing SubgraphNodes SubgraphNode now uses the Title, Description, and Icon from the referenced Subgraph SubgraphNode now generates inputs from any Parameter nodes in the subgraph, with default names for any without. SubgraphNodes now generate output plugs from the FunctionResult node in the references Subgraph https://files.facepunch.com/CarsonKompon/2025/January/21_16-23-CoordinatedEastsiberianlaika.png