252,887 Commits over 3,990 Days - 2.64cph!

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
10 Days Ago
Added "Stack" button to F1 item icons to award a max stack of the item.
10 Days Ago
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
10 Days Ago
Hopefully fixed the last of the graph nesting issues. Should support all cases of subgraphs within subgraphs https://files.facepunch.com/CarsonKompon/2025/January/27_18-37-PessimisticTuatara.mp4 Remove all the debug logs
10 Days Ago
Fix BoatVendor incorrect condition setting causing duo sub to be unpurchaseable.
10 Days Ago
Clone: Ignore initialization of objects that where implicitly created during cloning
10 Days Ago
Make Open in Workshop button actually clickable
10 Days Ago
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
10 Days Ago
"Switch" menu title now inclues the current setting without having to open the menu to see, eg "Switch (CS)", "Switch (C)", "Switch (S)"
10 Days Ago
Tweaked siege weapon deploy volumes Added wheels to the siege tower constructable, fixed gibs pivot
10 Days Ago
Scene Delete: fix selection change causing wrong items to be deleted Fixes sbox-issues/issues/7457
10 Days Ago
Tweaked catapult ammo storage server collider Reduced catapult fire recoil Reduced siege tower and catapult wheels suspension damping
10 Days Ago
Use IsValid() instead of null check
10 Days Ago
Fix NRE when trying to undo snapshot parent for scenes/prefabs
10 Days Ago
Constant nodes now have a "Preview" input in Subgraphs that is used to preview a default value for that input https://files.facepunch.com/CarsonKompon/2025/January/27_16-57-SociableMilkweedbug.mp4
10 Days Ago
Fix NRE when last gameobject in hierachy is dragged Fixes sbox-issues/issues/7456
10 Days Ago
merge from primitive
10 Days Ago
Catapult compile fix
10 Days Ago
Manifest (~25 prefabs)
10 Days Ago
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10 Days Ago
merge from primitive/catapult_scattershot
10 Days Ago
Fixed death screen not showing killed by scattershot
10 Days Ago
Damage and radius tweaks
10 Days Ago
honey jar world model lods and materials - intial prefab setup
10 Days Ago
Updated item name and description
10 Days Ago
Proper catapult scattershot implementation Tweaked projectiles randomized speed, gravity, spread, scale and rotation values
10 Days Ago
Compile when initially loading a ShaderGraph file so you don't have to save to see the preview Trying to open a ShaderGraph file that's already open will bring the window to the front instead of throwing a warning Updating a DefaultValue on a Subgraph node will instantly reflect the changes
10 Days Ago
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merge from primitive
10 Days Ago
autoturrets can now use all bow types, baseline balance
10 Days Ago
Improved undo system (#1775) **Goal:** Move away from snapshotting whole scenes as much as possible. Get rid of edit log, mouse up hack and other stuff. The documentation for the new system serves as a nice summary for the API changes added in this PR: https://docs.facepunch.com/doc/scene-undo-system-d4mhnmtil1 Changes: - Fixes a third of our undo actions, which were partially or completely broken - Removes EditLog and replaces it with scope based undo system. - UndoScopes define what objects and events are captured for undo. - Internal system automatically generates a minimal snapshot of all changes made and restores them on undo/redo - Full Scene is only captured when an Gameobject or Component is deleted. - This should make the new system faster and "snappier" - Removes the mouse up/undo accumulation hack; By adding `StartEdit/FinishEdit` events to our `ControlWidgets` & `SerializedObject`. Obsolete: - ISceneEditorSession.AddSelectionUndo & SceneEditorSession.OnEditLog - ISceneEditorSession.OnEditLog & SceneEditorSession.OnEditLog - ISceneEditorSession.RecordChange & SceneEditorSession.RecordChange - SceneEditorSession.PushUndoSelection - SceneEditorSession.FullUndoSnapshot - UndoSystem.SetSnapshotFunction - UndoSystem.Snapshot - GameObject.EditLog - Component.EditLog Resolves [#4477](sbox-issues/issues/4477)
10 Days Ago
Prototype swimming, reduce head turn range
10 Days Ago
Make track preview rendering more flexible
10 Days Ago
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10 Days Ago
Translate constructable blocked by vehicle message
10 Days Ago
EditorEvent fires whenever a subgraph is updated, reloading any open windows that reference the subgraph