254,982 Commits over 3,990 Days - 2.66cph!

2 Months Ago
- Added catapult wheel effects - Sorted siege tower wheel effect positions
2 Months Ago
Look deving broken wood floor on jungle floor pieces
2 Months Ago
WIP: rewriting stream processing to gather frame data during pre-process step - Should fix invalid make placement in a frame + be more efficient to generate, as we only do 2 stream scans per thread stream instead of 4. Not complete, need to track down why alloc offsets are invalid for last frame.
2 Months Ago
Fix undo for envmap probe bounds Fixes sbox-issues/issues/7181 Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845 Santa Outfit (#1743) Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants Lightbinner layer managed Fix ObjectHighlight.shader Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file Santa jacket/trousers lods (citizen version) Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup Santa jacket/trousers lods (human version) Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly Make this readonly list so it can't be fucked with Santa jacket uses neck_clothing bone to minimise twist deformation Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired There's a typo here in ModelRenderer.LocalBounds Add TagsControlWidget Don't use bind system for these control widgets, feels like the old way of doing things Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197 https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4 Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 ) Fix possible NRE in PathWidget ListControlWidget now supports multiedit, only showing matching indexes Add and Remove buttons now work when MultiEditing a List Added support for re-ordering lists during a Multiselect https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4 Right Click -> Duplicate now works on Multiselect Lists Merge branch 'master' into gpu-occlusion-culling2
2 Months Ago
Random Sound start Texture animation shader New animated texture sheet Arena 5 updates
2 Months Ago
merge from fix_exavator_bucket_lod -> main
2 Months Ago
merge from fix_exacator_bucket_lod -> main
2 Months Ago
Deployable positionOffset renamed to guideMeshPositionOffset
2 Months Ago
Removed duplicate normal map compression on workshop items
2 Months Ago
Move shader compiling to engine Recompile shaders directly, instead of out of process
2 Months Ago
Hull based spline collisions Allows proper physics simulation of the spline models. Works okay for boxes, still need to figure out why izabu quick hull struggles with more complex shapes. https://files.facepunch.com/lolleko/1b1811b1/sbox-dev_YFlVR7whUv.mp4
2 Months Ago
ListControlWidget now supports multiedit, only showing matching indexes Add and Remove buttons now work when MultiEditing a List Added support for re-ordering lists during a Multiselect https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4 Right Click -> Duplicate now works on Multiselect Lists
2 Months Ago
Method name change + some docs
2 Months Ago
S2P excavator
2 Months Ago
Threaded use of Steam networking API - enable with -nwthread command line switch for live testing
2 Months Ago
Ballista damage renderer
2 Months Ago
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
2 Months Ago
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place) - Increase catapult max place distance to support the larger build check radius
2 Months Ago
Added player check triggers to catapult, battering ram and ballista constructables
2 Months Ago
Battering ram damage renderer
2 Months Ago
- Setup to allow constructables to block repair if any player is ontop of the entity - Push toast to the 'repairer' to let them know - Added to siege tower initially
2 Months Ago
Make culling faster & more accurate by bailing early if we know any corner is visible, use local model bounds converted to world https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_zt7IOESilA.mp4
2 Months Ago
Material bug fix on construction stage ballista
2 Months Ago
Move -searchpaths logic to ToolAppSystem Refactor Results, async
2 Months Ago
Upgraded and recompiled the GfxPluginDLSSNative dll and fixed the DLSS artifacting when using Ultra Performance mode or small resolutions
2 Months Ago
Fix possible NRE in PathWidget
2 Months Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
2 Months Ago
Updated Medieval Metal Double Door Icon to stop clipping issue
2 Months Ago
Added Place Holder Medieval Metal Double Door Icon
2 Months Ago
Updated Medieval Metal Double Door Prefabs Changed Medieval Metal Double Door Frame texture resolution from 512
2 Months Ago
Updated Medieval Metal Double Door FBX's Imported and Setup Medieval Metal Double Door GIBS
2 Months Ago
Created Medieval Metal Double Door Material Imported Medieval Metal Double Door Textures
2 Months Ago
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
2 Months Ago
primitive -> Aux2
2 Months Ago
Full manifest rebuild
2 Months Ago
Set up battering ram and catapult death screen ui Fixed a minor battering ram issue with an unfilled hit info field
2 Months Ago
Update trails scene
2 Months Ago
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197 https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
2 Months Ago
Clean up, only apply culling if enabled https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
2 Months Ago
Arena 5 wip
2 Months Ago
Deployables can now show "Blocked by terrain"
2 Months Ago
Added an entity whitelist setting to SocketMod_Sphere Ladders can now be deployed in siege weapons prevent building volume
2 Months Ago
Cache all gameobject bounds, fit parent bounds to children Readback runs callback, applies culling to sceneobject (tho we should really apply this per-view) Rather than clamping to viewport, if all corners of bbox are off-screen, cull the object
2 Months Ago
main -> primitive
2 Months Ago
hash_conflict_planter -> main
2 Months Ago
Fixed respawning planter causing hash conflicts on sockets
2 Months Ago
manifesti_fix -> primitive
2 Months Ago
2 Months Ago
Merge: from amvienceemitter_recycle Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnect - with the fix, had 0 error reports
2 Months Ago
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT - Reimplemented the spawn point status based on new internal state - this retains original behavior Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload). Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects