252,874 Commits over 3,990 Days - 2.64cph!

9 Days Ago
WIP refactor * Allow MovieClip to be a resource, so doesn't reference GameObjects directly * Make MovieTrack more general, to support action blocks in the future etc * MovieTrack stores compiled version of curves / constants, so fast to read and doesn't assume anything about how the data is created in the editor Simple movie maker test scene Getting things working again Test with QuadraticInOut easing Basic demo of a .movie resource Make it easy to retarget a .movie in a scene https://files.facepunch.com/ziks/2025-01-25/sbox-dev_OOMXIyOyis.mp4 First pass at drawing curves for each track https://files.facepunch.com/ziks/2025-01-26/sbox-dev_L4KcsdWKxm.mp4 Track curve tweaks Move curve drawing fixes, support booleans https://files.facepunch.com/ziks/2025-01-27/sbox-dev_szjSGXh5Ck.mp4 Fix saving to resource rather than embedded Make scene mapping serialization deterministic Show thumbnails for resource values in the timeline https://files.facepunch.com/ziks/2025-01-27/sbox-dev_4BvLH82u6x.png WIP make track groups collapsible Expand / collapse nested tracks https://files.facepunch.com/ziks/2025-01-27/sbox-dev_SuwPHb2RtY.mp4 Make track preview rendering more flexible
9 Days Ago
Scene reproducing Facepunch/sbox-issues#7443
9 Days Ago
Merge from train_tunnel_altitude_2
9 Days Ago
Texture update for ballista
9 Days Ago
Merge from train_tunnel_altitude
10 Days Ago
Added EnvironmetnVolumeCheck to cliff_coastal
10 Days Ago
added printbinds command to print all your binds to the console
10 Days Ago
- decrease acceleration when swimming - increase land sprint speed - charge when injured - fix swim sprint anim playing briefly sometimes when not sprinting - submerge more when swimming
10 Days Ago
Don't try to post stats on dedicated server Switched store to support multiple item purchase
10 Days Ago
Scene terrain order change
10 Days Ago
Switch land or swim attack depending on context
10 Days Ago
Merge from creative_holdToPlaceDuration_bypass
10 Days Ago
Merge from main, rebuild F1 item button after conflicts.
10 Days Ago
Add placeholder audio
10 Days Ago
Merge from primitive
10 Days Ago
Fixed Medieval barricade researchable
10 Days Ago
Reimplement as separate ConVar.Creative.bypassHoldToPlaceDuration
10 Days Ago
Setup the new world models for all cooling and warming tea items
10 Days Ago
Merge from temperature_teas
10 Days Ago
Creative mode freeplacement bypasses holdToPlaceDuration
10 Days Ago
Merge from primitive
10 Days Ago
Merge from primitive
10 Days Ago
Scene backup
10 Days Ago
Scene/map backups
10 Days Ago
added mipmaps to the knightarmour icons
10 Days Ago
Leaderboard backup, run #17189
10 Days Ago
Merge from primitive
10 Days Ago
More debugBoatIssue info
10 Days Ago
Admin contest winner list
10 Days Ago
Impact prefabs.
10 Days Ago
Merge from primitive
10 Days Ago
Fixed being able to research items that aren't craftable in the current era
10 Days Ago
Possible fix for non era items appearing in vending machine map markers
10 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
10 Days Ago
Merge from primitive
10 Days Ago
S2P both harbors, fixes missing train tunnel rubble in primitive
10 Days Ago
Merge from main
10 Days Ago
Add angle based dither fade for stationary multi-card billboards
10 Days Ago
Fix vending machine orders not giving the correct item when some of the items in the sell order list have been excluded by era
10 Days Ago
Ballista bolt tweaks Catapult boulders vibration level (seismic sensor) Fixed ballista reload command not reloading pitchfork bolt
10 Days Ago
Mini Crossbow: - Fixed broken vm arrowhead rendering - Fixed broken 3p arrowhead rendering - Ensured idle 3p state enforces barrel rotation
10 Days Ago
Fixed incorrect mission rewards being displayed and rewarded during primitive missions Mission zoo scene now works with underwater dive missions
10 Days Ago
Server side block handling
10 Days Ago
Better client side block handling
10 Days Ago
Merge from primitive
10 Days Ago
Merge from primitive
10 Days Ago
Reconstruct Normals::Sample from depth if underlying texel doesn't use DepthNormal mode https://files.facepunch.com/sampavlovic/1b2711b1/DdYOdR9WrI.png
10 Days Ago
Add DepthNormal() mode to lit shaders, this seem the most straightforward way to do this, shaders with just Depth() usually have a shared shader with no-color no-material output, legacy shaders rebuild normals from depth, not rendered in depthnormals mode https://files.facepunch.com/sampavlovic/1b2711b1/hSVL6jr1Rx.png Remove old no-normals depth prepass, keeps things simple, effects that we use will need to rely on depthnormals, doesn't add too much cost Fix typo on gtao
10 Days Ago
Bind ClearFlags, this should probably be implicit [Pick] Add Mode fallback, used for both using Depth() as a fallback if shader doesn't have DepthNormal() and to move VrForward() to just Forward() Just use DepthNormalPrepassLayer, use depthnormal mode again [Pick] VrForward > Forward, reverse fallback so that old shaders with VrForward use that still
10 Days Ago
More siege weapons deploy tweaks