248,678 Commits over 3,928 Days - 2.64cph!

10 Days Ago
Fix behavior when deserializing fields with code defined initializer Partially reverts: 3ce2d74fbd9effd2d280d1a59c9029f4b0a5c387 Added a bunch of tests
10 Days Ago
Use float control widget in curve editor Delete FloatProperty
10 Days Ago
Undo some of this json stuff for now. Has a lot more edge cases than I thought.... Display default name in TilesetTileControl when tiles are unnamed AutotileBrushListControl no longer shows add button when inspecting the asset, only in the Tileset Editor Implemented "Inherit Autotile From" setting, display inherited autotiles in the brush list https://files.facepunch.com/CarsonKompon/2024/December/20_10-14-LoathsomeWhale.mp4 Remove "NOT IMPLEMENTED" text from 15 tiles since it is implemented Add a few NRE checks for niche edge cases AutotileBrush.Tileset reference to associated Tileset. Fixed a few more edge cases TilesetResource.GetAllAutotileBrushes() now returns new copies of the inherited brushes instead of the original brushes themselves, referencing tiles from this tileset in the same positions.
10 Days Ago
Trumpet tree tweaks
10 Days Ago
Changing Terrain.MaterialOverride updates mesh if it exists, Facepunch/sbox-issues#7180 Update Terrain buffer when transform changes, resolves Facepunch/sbox-issues#7192
10 Days Ago
Jungle forest trees / trumpet tree /cecropia / LODs and textures
10 Days Ago
- Ensure arrow states are kept in admire - Ensure each reload state resets the rotation timer (still needs more work)
10 Days Ago
Horse drowning damage
10 Days Ago
Don't transition to idle after each fractional reload part
10 Days Ago
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
10 Days Ago
Reduce fractional animation time so the transition to the end state is more apparent
10 Days Ago
Subtracting 109845 (workshop normal fix)
10 Days Ago
Arcade Arena Map https://sbox.game/facepunch/c_arcade
10 Days Ago
Delete citizen_2023-03-06.fbx
10 Days Ago
Slightly more reliable reload animation. Reload now always dumps into the same slot no matter the barrel orientation
10 Days Ago
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 3 and 4 in minicrossbow view model prefab.
10 Days Ago
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 1 and 2 in minicrossbow view model prefab. Also added 'viewmodel sway' and 'viewmodel lower' scripts.
10 Days Ago
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10 Days Ago
Update .gitignore Create Input.config Update some animation stuff Use animgraph on player
10 Days Ago
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10 Days Ago
Fix save/save as not working as expected with prefabs, default to location/filename of existing source if one exists Tweak editor File menu, make actions more context aware/prevent in dodgy circumstances Improve readability of File > Open Recents menu, show correct icons for type
10 Days Ago
VRAD3 (& it's resourcecompiler) explicitly uses rendersystem, our tools can omit it but we need to read back textures from the GPU for map compilation
10 Days Ago
Moved the tyre so people can't drive a bike up it to clip through the window and skip the puzzle
10 Days Ago
Strip expressions from CVfxShaderAttribute
10 Days Ago
More player seed work
10 Days Ago
Horses can now swim in deep water: slow speed and consumes stamina Added basic buoyancy Apply additional drag when moving in shallow water Code cleanup
10 Days Ago
Fix crash due to yoga measure function exceptions Print if compile failed More shader code cleanup V_atoi64 return 0 if string passed in is null (fixes antlr crash on syntax error) Revert "Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon" This reverts commit 5e0b9b50644194ea43e8ae7c9c3bafb4292de7d0. Revert "Reenable rendersystem for console apps for map compilation" This reverts commit 612f6a9f5352f83d87d2540572f83d64c7fa4e5f.
10 Days Ago
Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon
10 Days Ago
Reenable rendersystem for console apps for map compilation Invert logic of bSupportsLightmapping, make explicit flag of "NoLightmapping", doesn't feel right to apply that flag in every shader when it all should just support it
10 Days Ago
- moved some verts on the hoodie to allow it to cover clipping on knight armour - updated prefabs with new hoodie mesh
10 Days Ago
Simplify AudioDistanceFloatControlWidget and don't rely on FloatSliderProperty for it Delete FloatSliderProperty
10 Days Ago
Allow slider paint override on FloatControlWidget with function override or action Use FloatControlWidget for color picker HSV sliders
10 Days Ago
Leaderboard backup, run #16253
11 Days Ago
Fix indirect IBL fog not working https://files.facepunch.com/sampavlovic/1b1911b1/jVWTMafLaa.png
11 Days Ago
Do view vector TAA jitter for fog on native instead off shader, proper way to handle this specially on thin surfaces https://files.facepunch.com/sampavlovic/1b1911b1/B2DSaqPTHe.jpg
11 Days Ago
Scene backups
11 Days Ago
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11 Days Ago
Add Shader Classes Test
11 Days Ago
Scene backups
11 Days Ago
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else DynamicLight refactor Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once https://i.imgur.com/jqko5ON.mp4 Fuck of with light.environment, light.dynamic and light.static are just in Light.hlsl instead of own internal files Move shadow functions to Shadow.hlsl, much like BRDF.hlsl, will make it easy for us to upgrade, move LightMap definitions to Light.hlsl Vr_lighting never directly referenced from any of our hlsls now, tonemaps in lighting.fxc never used and even if used shouldn't be there Untangle this stuff Use ProbeLight::UsesProbes() and LightmappedLight::UsesLightmaps() to see if drawcall is using these instead of insane combo ifdefs directly, makes it easy to remove a combo too
11 Days Ago
Fixed water pistol not sitting in hand properly while a shield is equipped
11 Days Ago
Merge from primitive
11 Days Ago
Fixed exception when equipping a shield while a shield compatible weapon is already held
11 Days Ago
Updating and hooking up more player seeds
11 Days Ago
Merge from main
11 Days Ago
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11 Days Ago
- Support seperated arrow meshes from bone - Modify on/off state depending on shots remaining
11 Days Ago
Remove lightmapping combos from sbox_pixel (should fuck that file off entirely), move to shadingmodel.hlsl, keep D_BAKED_LIGHTING_FROM_LIGHTMAP for vertex.hlsl, SupportsLightmapping attribute seems unused
11 Days Ago
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11 Days Ago
Fix TilesetResource.Tile deserialization error More Documentation, removed unused code, fixed Tile.Copy(), and added internal setter to Tile.Tileset Added JsonConverters for AutotileBrush so it serializes as refereces by default but serializes the entire brush within the associated resource.