252,781 Commits over 3,990 Days - 2.64cph!

7 Days Ago
strangler fig models - LOD and billboards, materials and textures
7 Days Ago
Merge from train_tunnel_altitude_2
7 Days Ago
brought back older corpse ragdoll prefab for player corpses that was accidentally overwritten with the new temp ragdoll setup, somehow this didn't actually cause any issues beyond losing the corpse flies
7 Days Ago
Fixed ballista choppy up and down player poses
7 Days Ago
Rework anim parameter inspector to emit changed events (#1812)
7 Days Ago
Hold shift while mousing over timeline to preview without moving pointer https://files.facepunch.com/ziks/2025-01-30/sbox-dev_DV3DchunYX.mp4
7 Days Ago
med ak viewmodel - removed old ak mesh from prefab - updated attachment positions, adding bepoke where needed - updated deploy anim to fix bolt snapping issue (also improved finger pose to remove hand intersection)
7 Days Ago
Delete placeholder pie viewmodel. Delete placeholder pie entity. Moved to food_pie_generic entity. Copied FoodModelView on to new MV. Disabled my test consuming.
7 Days Ago
Fix warning in ModelInspector
7 Days Ago
Shotgun item model child was set to Never Network, so it was invisible for other clients. Fixes Facepunch/sbox-deathmatch#97
7 Days Ago
Fixed RidableHorseAnimation.GetHipBlendFactorAndSpeed NRE
7 Days Ago
Updated ammo prefabs to use Network Object mode and Clear Owner orphaned mode - still need updating in the Hammer map
7 Days Ago
static ballista socket mods tweaks, deploy sound
7 Days Ago
Restored sounds on static ballista
7 Days Ago
Setup crocodile pop to spawn only in swamp, riverside or lakeside
7 Days Ago
Fixed mounted ballista swivel rotations
7 Days Ago
Hook up Sound.Play delay parameter AssetPreviewWidget builds dynamic layout, passes parent widget correctly Add SoundPlayer, use as preview widget for sound files https://files.facepunch.com/solw/2025/January/30_11-51-FarflungUrubu.png PreviewSound automatically plays from 0,0 Remove opaque automatic sound playback from AssetList
7 Days Ago
Implemented static ballista rig and new anims Fixed mount pole world rotation
7 Days Ago
Fix sphere trace returning incorrect HitPosition when using SceneTrace.RunAll()
7 Days Ago
Make crocodile prefer being in water when roaming or fleeing unlike other animals who try to avoid it
7 Days Ago
Rework anim parameter inspector to emit changed events
7 Days Ago
Fixed network info being incorrect / unset in OnNetworkSpawn callbacks because _net is not set yet. Fixes (Facepunch/sbox-issues#6447)
7 Days Ago
Adjusting ballista weapon rig skinning
7 Days Ago
Splines: Add working state from a couple of months ago (pre FP) Basically a port of my C++ spline library wrapped with a component + editor tool. Still requires some API and Editor UX cleanup. https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_0KaDTZAF7l.mp4 Nav Basic: Reduce rotation on test slope to account for floating point inaccuracies Fix obsoletes Add roughness test scene, Compares if IBL GGX Filter matches reference Update Roughness_test Use WorldTransform/LocalTransform First pass on spline model deformation https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_pXP1R0vFzj.mp4 https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_1SBGUutgNa.png Remove stackalloc (it's not whitelisted) Fix duplicating a spline point with shift not copying roll & scale Use sceneobjects for spline model instances instead of Graphics.Draw Deform spline model bounds to ensure accurate frustum culling https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_FuFEWnL2FA.png https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_xrWVBJicsC.png PoC spline collisions Currently just super hacky static mesh/model collision https://files.facepunch.com/lolleko/1b1711b1/sbox-dev_03QtKgtfYW.mp4 Update trails scene 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 Filter duplicate vertices after spline deformation and before qhull Update terrain scene, adjust things, envmapprobe had inverse scale (wtf), use ibl, should be a good starting point to have a terrain with nice lighting setup https://files.facepunch.com/sampavlovic/1b1911b1/NLZEcHl7Uh.jpg Spline collider now supports all collision shapes Added custom subdivision logic for each shape. How much subdivision/collision geometry is created can be controlled by the user via property. Performance still sucks, but optimization should be easy going forward. Individual bone/shape transforms are currently not working. https://files.facepunch.com/lolleko/2024/December/19_18-49-AnotherDrongo.png https://files.facepunch.com/lolleko/2024/December/19_18-48-SecretNuthatch.mp4 Add Shader Classes Test Spline Collision Support BoneTransforms and Rotation Spline collider now provides accurate collision for any shape and any rotation. Deformed/Twisted citizens with collisions: https://files.facepunch.com/lolleko/2024/December/23_12-34-DishonestQuagga.png https://files.facepunch.com/lolleko/2024/December/23_12-34-HorribleNightheron.png Cleanup Spline Editor Proper undo support for gizmo initiated changes Frustum cull Gizmos as they are fairly expensive to create. Optimize Gizmo drawing. Defocus input when switching spline point Bounding box calcualtion for spline components Fix typos Improve spline editor undo fix PlayerSquish collision Revert "fix PlayerSquish collision" This reverts commit 18ba5597c624789e8e8b999e7b64bd33ae33e4ae. More spline undo improvements Fix spline gizmo culling Bump hitbox of spline line Align tangent mode names with exiting curve class Fix roll and scale changes not invoking spline changed code -> Code Rename some vars in spline math Scene reproducing Facepunch/sbox#1756 Cleanup spline components and test scene Fix spline loop (de)serialization Remove GetNormal function from spline component for now There are so many different ways to calculate normals for splines (Frenet-Serret-Frame, Fixed Up Vector, RMF/Parallel Transport...) Not sure yet, which one we want to offer. Binary search for accessing splines at a distance Fix some NREs in spline model renderer Play around with tangent frame calculation using Parallel Transport / RMF https://files.facepunch.com/lolleko/2025/January/07_20-51-CriminalBlackfish.mp4 Move spline deformation away from vertex shader to allow deformation of arbitrary models Deform spline models on the CPU like a cavemen. Use RMF to avoid twisting artifacts. Will move this to a compute shader eventually. https://files.facepunch.com/lolleko/2025/January/08_10-35-AgileHectorsdolphin.png More customization for tangent frames/up vectors This is useful for stuff like loops. 1. Default Up Vector (0,0,1) -> twisting artifacts: https://files.facepunch.com/lolleko/2025/January/09_17-52-OrangeredCowrie.png 2. Automatic up vectors using rotation minimizing frames (RMF) https://files.facepunch.com/lolleko/2025/January/09_17-53-DesertedClam.png 3. Manual up vectors/frames: https://files.facepunch.com/lolleko/2025/January/09_17-52-MisguidedWryneck.png Some Model Deformation optimization Still only on the CPU but it's surprisingly fast https://files.facepunch.com/lolleko/2025/January/09_21-39-VacantIridescentshark.mp4 Add spacing parameter https://files.facepunch.com/lolleko/2025/January/09_23-00-AngelicVipersquid.mp4 🚂 Update Spline Collider to match new SplineModel Deformation https://files.facepunch.com/lolleko/2025/January/09_23-59-LinearAlligator.png Delete legacy/unused deformation code Enable Global Scale for spline models https://files.facepunch.com/lolleko/2025/January/10_11-16-TintedAfricanparadiseflycatcher.png Base SplineModelRenderer of ModelRenderer Allows Tint, MaterialOverrides and other options to be used on spline models Cleanup spline component & tool naming Update Test Scene https://files.facepunch.com/lolleko/2025/January/10_18-17-TornAllosaurus.mp4 Fix water shader scene name Add ParticlePhysics test Scene testing dynamic action graph properties Remove GTAO include code from scenestaging DynamicReflections component stub Update Viewmodel scene with ssao also showcasing proper prepass New decal Direct port of IES Profile Texture from hackweek into TextureGenerator, use Source instead of a file for now https://files.facepunch.com/sampavlovic/1b2611b1/OCXtsLYQSC.png Update decals test scene Scene reproducing Facepunch/sbox-issues#7443 Iterate Dynamic Reflections Component, add shader Iterate Dynamic Reflections Component, almost feature complete Merge branch 'main' into navlink-scene
7 Days Ago
Ballista Gibs
7 Days Ago
Fixed cases of some underground train tunnel triggers peaking out of terrain
7 Days Ago
Fix assert to diagnose "Can't parent to a gameobject in a different scene" breaking if Components ToString is overwritten
7 Days Ago
MapInstance: use InvokeWithWarning() for loaded / unloaded actions Fixes SBOX-2WM2 Fixes SBOX-2X2S
7 Days Ago
Merge again?
7 Days Ago
Merge from cookingv2
7 Days Ago
Adding missing pie prefab content
7 Days Ago
SyncFlags.Interpolate (#1789)
7 Days Ago
Reference NavMeshLink in navmeshdata
7 Days Ago
Only use interpolated var if we don't control that property
7 Days Ago
Updated Catapult Scatter Shot Icon to show that its multple rocks rather than just one
7 Days Ago
Can set hostname in create game modal, feels like we should be using data validators, require map selection before you can hit start game (if we are picking a map)
7 Days Ago
SyncFlags.Interpolate, support for float, Vector3, Angles, Rotation, Transform (with internal interface right now) Only find this attribute if we need it Remove these debug logs Interpolate value on query instead of every frame based on last update time Add Update method Revert changes to InterpolationSystem as we're no longer interpolating Sync Vars every frame Remove unused IInterpolated Some cleanup
7 Days Ago
Double max string table snapshot entry size from 4mb to 8mb (Fixes Facepunch/sbox-issues#7250)
7 Days Ago
Fixed an issue where performing a network refresh might not synchronize the tags with the owner's version of the object. Fixes Facepunch/sbox-issues#7301
7 Days Ago
Plant pot bounds and collision.
7 Days Ago
DoPrepare on plant-wheat.
7 Days Ago
Fixed an instance where an editor lobby could be public even when it's set to private in the editor. This could have happened if CreateLobby was called with Privacy = LobbyPrivacy.Public - now the editor option will dictate the privacy of all editor lobbies.
7 Days Ago
Add wheat plants to spawn prefabs
7 Days Ago
Convert other commands from serverside -> clientside - renamepaste - deletepaste Add `listpastes` to print list of all pastes in client folder
7 Days Ago
Fixed underwater labs colliding with underground train tunnels at the new altitude
7 Days Ago
Corn collectable prefabs, population & autospawn setup
7 Days Ago
Switch directory to a constant
7 Days Ago
Remove old code that was keeping a serverside copy of the clipboard (that was shared between all admins) Keep "undo" system to delete previous pastes Add RPC to download paste from server - locked to admins & devs to prevent servers arbitrary sending pastes to random clients Copy & Paste should now store pastes competely clientside
7 Days Ago
Add combine faces operation https://files.facepunch.com/layla/1b3011b1/sbox-dev_ydJIifDVMg.mp4
7 Days Ago
merge from save264 - Staging wipe