239,343 Commits over 3,837 Days - 2.60cph!

11 Days Ago
MeshLOD can now be used with DeferredMeshDecals, handles turning on and off and swapping LOD levels and updating the decal accordingly Re-enabled glue models in compound
11 Days Ago
Switched the other three PuzzleReset scripts at Arctic Research Base to use the AIZ check instead of distance checks. Fixes them inadvertently respawning nearby NPCs
11 Days Ago
progress on river to ocean blending
11 Days Ago
failure score is time you beat farthest level; etc adjust tooltip position etc remove unused textures convert some wav to ogg some achievements
11 Days Ago
Merge from fix_debugqueue_cmd -> main
11 Days Ago
Merge from fix_io_budget_float -> main
11 Days Ago
Fix IO budgets not working well after 9hrs of uptime due to floating point errors - 4ms resolution after 9 hours, 8ms after 18 hours, etc - switch from realtimeSinceStartup -> realtimeSinceStartupAsDouble
11 Days Ago
Fix `debugqueue` printing to server console instead of replying to the command in RCON / F1 console Make `debugqueue` print all queue sizes, not just electric low priority
11 Days Ago
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11 Days Ago
Wolves can now jump onto player foundations to attack
11 Days Ago
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11 Days Ago
PlaceCliffsUniform initial version
11 Days Ago
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11 Days Ago
Fix thread pool on linux srcds betterer hopefullier
11 Days Ago
compile fix
11 Days Ago
Phrase update
11 Days Ago
exported edited wolf idle1, wakeup and idle to sleep anims
11 Days Ago
merge from localization
11 Days Ago
Compile fix
11 Days Ago
merge from main
11 Days Ago
Fix host transfer of non-player networked objects
11 Days Ago
Move rigidbody start asleep until after colliders are added - otherwise it's not going to do jack shit Add Prop.StartAsleep, this is common enough to justify adding to prop
11 Days Ago
New scientist first pass
11 Days Ago
Expose IsValid() to ActionGraph https://files.facepunch.com/ziks/2024-09-09/rwuGmEnsdg.png Fixes Facepunch/sbox-issues#6376 Group object-targetting utility nodes
11 Days Ago
Remove remnants of fsm tags, add strafe mode to path follower, add CanSeeTarget fsm transition
11 Days Ago
Support empty <style> block in .razor files Resolves Facepunch/sbox-issues#2725
11 Days Ago
Clear texture after creating texture if no data was set, instead of refcount hack
11 Days Ago
-allowlocalhttp works for WebSurface in editor only. Also limit Http local http to editor and headless (dedicated server), players should never be able to accidentally opt in Facepunch/sbox-issues#5774
11 Days Ago
Update compiled shaders with relative cubemap luminance
11 Days Ago
Make sure wolf can transition from hurt to death
11 Days Ago
Fog Fix (#1661) * Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants * VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore * Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit * Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png * These convars don't do anything or are redundant, some notes for tiled rendering in the future * Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps * One lightbinner per volumetric fog rather than creating it every frame * Start removing fog clipmap rendering, there are better ways to do this and it's massive * Disable clipmaps on managed code, clean up shader code * Remove VR-specific frustum stuff from volumetric fog * Get rid of redundant data * Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one * TAA stub * Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality * Proper fog TAA with ping-ponging accumulation textures * Iterate fog denoising * Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer * Final cleanup, fix fog density, fix obsolete error
11 Days Ago
Merge from world_update_2
11 Days Ago
cardboard blend material
11 Days Ago
Disable the glue prefabs in compound for now to resolve error on joining
11 Days Ago
Fix incrementing times visited a level
11 Days Ago
Merge from MummyMask
11 Days Ago
merge from FrankensteinMask
11 Days Ago
Map Voting: only show enabled maps
11 Days Ago
Create StatIncrementerHighestTeam.cs Add TeamScoring.GetHighest() Don't flush stats Use highest team stat incrementer on defuse win
11 Days Ago
Stat incrementer for TDM as well, intentionally not set for other modes for now
11 Days Ago
Remaining scene weapons
11 Days Ago
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11 Days Ago
Reset first half of scene weapon items to default materials
11 Days Ago
Merge from world_update_2/waterwell_update
11 Days Ago
Added the "Too many layers used to exclude objects from lighting blabla" warning log to the list of ignored logs, for the sake of my sanity
11 Days Ago
Merge from main
11 Days Ago
Increment win stat when winning a defusal match StatIncrementer can pass a gamemode-specific stat too, add GameMode.Ident
11 Days Ago
fixed survey charge lodding and culling too early, fixed broken materials on LOD1
11 Days Ago
Set server browser tags min height to 14, so their height doesn't shrink based on the string used (was happening with some languages too)
11 Days Ago
Added Waterwell NPC Mask model/materials Deleted waterwell modelviewer files