252,896 Commits over 3,990 Days - 2.64cph!

12 Days Ago
V4 roadsign kilt
12 Days Ago
First pass at drawing curves for each track https://files.facepunch.com/ziks/2025-01-26/sbox-dev_L4KcsdWKxm.mp4
12 Days Ago
V4 rig roadsign jacket
12 Days Ago
Fix api download exception
12 Days Ago
Fix exception when couldn't parse resource as json
12 Days Ago
Leaderboard backup, run #17141
12 Days Ago
Battering ram can't take collision damage from the head
12 Days Ago
Catapult dry fire plays the smoke effect
12 Days Ago
Horse and BaseAnimalRagdoll NRE fix Untow when towing horse starts ragdolling Can't tow ragdolling horse
12 Days Ago
Battering ram fire dust.
12 Days Ago
Arm damage prefab.
12 Days Ago
V4 rig large backpack
12 Days Ago
merge from primitive
12 Days Ago
Siege weapons handbrake Tweaked wheel colliders of all siege weapons Increased battering ram weight Increased horse forces when going up slope and towing
12 Days Ago
V4 rig metal chestplate
12 Days Ago
V4 rig metal facemask
12 Days Ago
Added clothing items to player update loadout
12 Days Ago
V4 rig hazmatsuit
12 Days Ago
Make agents follow gameobject position while in editor
12 Days Ago
Improve previous fix for NavAgent position glitching
13 Days Ago
merge from primitive
13 Days Ago
Tweaked catapult physics, less wobbly, more reliable on uneven terrain Tweaked the interaction colliders so you don't push it by accident when trying to reload or fire
13 Days Ago
Make it easy to retarget a .movie in a scene https://files.facepunch.com/ziks/2025-01-25/sbox-dev_OOMXIyOyis.mp4
13 Days Ago
Fix an issue where manually setting a NavMeshAgents position would result in race conditions at high framerates For example, this manifested when using CreateBoneObjects on a SkinnedModelRenderer owned by the agent's GameObject.
13 Days Ago
Basic demo of a .movie resource
13 Days Ago
Fixed issues with speed calculation when wearing horse armor Added 'autopilot' editor convar to make horses move by themselves
13 Days Ago
Fixed StateLayerController never cancelling its FadeOutLayer invokes, causing client performance issue with moving horses
13 Days Ago
Some description tweaks
13 Days Ago
Siege weapon item descriptions
13 Days Ago
Catapult default pose set to idle, fixes the noticeable change when spawning them
13 Days Ago
Galloping speed bonus when on road
13 Days Ago
Revert "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit 1fdcdeab689851f1093853faa8d8b4d6041d63f7. # Conflicts: # game/addons/base/Assets/postprocess/ObjectHighlight/objecthighlight.shader_c # game/addons/base/Assets/shaders/atmosphere_sky.shader_c # game/addons/base/Assets/shaders/blendable.shader_c # game/addons/base/Assets/shaders/foliage.shader_c # game/addons/base/Assets/shaders/fur.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_grid.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_line.shader_c # game/addons/base/Assets/shaders/glass.shader_c # game/addons/base/Assets/shaders/line.shader_c # game/addons/base/Assets/shaders/lpv_debug.shader_c # game/addons/base/Assets/shaders/sprite.shader_c # game/addons/base/Assets/shaders/terrain.shader_c # game/addons/base/Assets/shaders/terrain_brush.shader_c # game/addons/base/Assets/shaders/terrain_preview.shader_c # game/addons/base/Assets/shaders/tiled_light_culling_cs.shader_c # game/addons/base/Assets/shaders/ui_backdropfilter.shader_c # game/addons/base/Assets/shaders/ui_basic.shader_c # game/addons/base/Assets/shaders/ui_borderwrap.shader_c # game/addons/base/Assets/shaders/ui_cssbox.shader_c # game/addons/base/Assets/shaders/ui_cssshadow.shader_c # game/addons/base/Assets/shaders/ui_dropshadow.shader_c # game/addons/base/Assets/shaders/ui_filter.shader_c # game/addons/base/Assets/shaders/ui_text.shader_c # game/addons/base/Assets/shaders/vertex_color.shader_c # game/addons/base/Assets/shaders/water.shader_c # game/core/shaders/black_unlit.shader_c # game/core/shaders/cables.shader_c # game/core/shaders/complex.shader_c # game/core/shaders/complex_reflections.shader_c # game/core/shaders/cs_volumetric_fog.shader_c # game/core/shaders/debug_wireframe_2d.shader_c # game/core/shaders/decal.shader_c # game/core/shaders/depth_only.shader_c # game/core/shaders/eyeball.shader_c # game/core/shaders/generic.shader_c # game/core/shaders/hair.shader_c # game/core/shaders/post_process.shader_c # game/core/shaders/projected_decals.shader_c # game/core/shaders/projected_sheet_decals.shader_c # game/core/shaders/simple.shader_c # game/core/shaders/skin.shader_c # game/core/shaders/sky.shader_c # game/core/shaders/spritecard.shader_c # game/core/shaders/static_overlay.shader_c # game/core/shaders/tools_shading_complexity.shader_c # game/core/shaders/tools_solid.shader_c # game/core/shaders/tools_visualize_collision_mesh.shader_c # game/core/shaders/tools_wireframe.shader_c # game/core/shaders/ui.shader_c # game/core/shaders/visualize_cloth.shader_c # game/core/shaders/visualize_nav.shader_c # game/core/shaders/visualize_physics.shader_c # game/core/shaders/vr_tools_shading_complexity.shader_c Build shaders If we have any command line arguments from the Steam client (sbox.game -rungame), parse it via ISteamApps.GetLaunchCommandLine Expose Application.ShutdownUnitTest() Throws if not currently running a unit test Make sure it doesn't run in headless (errors out on dedicated server) Some tidy up - data table ReadFilter instead of other method, reset delta snapshot cache on owner change and after network refresh is received Add Simulate Packet Loss alongside Simulate Lag in editor network options - it's working for simulating outgoing lost packets from the host right now VR: Remove obsolete controller checking bools that nobody's using VR: Add IsHandTracked bool to VRController, update fpxr to 5cf7ff24f5b157166102c8e4898bb84b4accb952 VR: Add MotionRange to VRController.GetJoints, update fpxr to 8822f0461709fbd2eda8fe004d51af79d47e6aa9 e.g. ```csharp Input.VR.LeftHand.GetJoints( MotionRange.Hand ); // default Input.VR.LeftHand.GetJoints( MotionRange.Controller ); // tries to wrap hands around the controller ``` VR: Better controller interactions in menu, move panel to a more comfortable height Reapply "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit de7b93d17c7a036a567347794ca51163132ef42a. Reapply BATCH_FLAGS_CONTROLLING_COMBO_CHANGES for legacy shaders, accidentally removed binding lightmap for legacy shaders Initialize vertex output of lightmap uv when lightmapping is disabled Update drivers with bindless lightmaps & amd fix Humans/animgraph: added Sprint_NW & Sprint_NE Don't accept "game" command while Application.IsEditor Compute Shader Skinning (#1786) Calculate skinning in compute shader instead of vertex shader Compile shaders Can now right click on a Shader to "Create Material" from it. https://files.facepunch.com/CarsonKompon/2025/January/24_17-29-EmptyPony.png Fix typo in MaterialMenu add octohedral_encoding.fxc include Forward+ Decals (#1606) GPU driven tile culled decals that modify their surfaces PBR properties. No additional draw calls for any decals. * PBR modification: Albedo, Normal, Roughness, Metal, AO * Works with transparent surfaces as it's not projecting based on depth * Color Tinting + Opacity * Angle attenuation * Automatic sort order + override * Future compataibility with extra data flags to add 100 more things * Decal::Apply( ... ) API Make shaders compile with Vulkan 1.2, allows for wave ops instructions used in new SSR, etc Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics Bitch when variables are uninitialized in HLSL, can cause all sorts of weird undefined behavior in certain drivers Fix warnings on all shaders, remove D_EYE_WHITE (bullshit?) Avoid sampling diffuse cubemap for fog at lod0 to not have fireflies like in Eagle One Rain Demo Disable compute skinning temporarily while descriptor set crash is being debugged Mark used resources in buffered descriptor set a few frames in advance, they're being deleted while still used Texture Generators (#1779) * Add ResourceGenerator * Add ResourceGeneratorContext * Add TextureGenerator * Add Bitmap * Add Sandbox.Utility.ForAsync * Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup * Rename ControlSheetPopup to PopupEditor, * Add Color.Rgba16 (half based color) * Managed can override compiling of any resource * Add Texture.GetBitmap * Add transient filesystem in editor * Add Texture.IsError * Add Margin.IsNearlyZero * Fix asset picker ignoring AdditionalTypes * Add Widget.GetDescendants<T> * Add MainThread.Wait() * Expose TypeDescription.Order Fix Json exception when compiling texture Fix NRE in CreateBoneObjects Add VTexWriter - clean up the texture compile process In FloatBitMap_t::Pixel(, clamp the sample Allow non power of 2 textures in native compiletexture Update stb_dxt.h Add Bitmap.IsOpaque() Don't use stb for dx5 it's shit Automatically work out texture compression format Merge branch 'master' into json-free-clone2
13 Days Ago
Add VTexWriter - clean up the texture compile process In FloatBitMap_t::Pixel(, clamp the sample Allow non power of 2 textures in native compiletexture Update stb_dxt.h Add Bitmap.IsOpaque() Don't use stb for dx5 it's shit Automatically work out texture compression format
13 Days Ago
Firing the catapult will block the push interaction for 2 seconds
13 Days Ago
Can't feed swimming horses
13 Days Ago
merge from primitive
13 Days Ago
GetCurrentIngredientProgressAmount NRE fix for client ahead of the server
13 Days Ago
Fix Json exception when compiling texture Fix NRE in CreateBoneObjects
13 Days Ago
Med ak item setup
13 Days Ago
Don't attempt to auto equip bags and shields when taking from weapon racks
13 Days Ago
Texture Generators (#1779) * Add ResourceGenerator * Add ResourceGeneratorContext * Add TextureGenerator * Add Bitmap * Add Sandbox.Utility.ForAsync * Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup * Rename ControlSheetPopup to PopupEditor, * Add Color.Rgba16 (half based color) * Managed can override compiling of any resource * Add Texture.GetBitmap * Add transient filesystem in editor * Add Texture.IsError * Add Margin.IsNearlyZero * Fix asset picker ignoring AdditionalTypes * Add Widget.GetDescendants<T> * Add MainThread.Wait() * Expose TypeDescription.Order
13 Days Ago
Leaderboard backup, run #17117
13 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder Double height texturcontrolwidget Remove debug Add Bitmap.DrawText Clean up Lock FontManager cache when accessing Refactor Generated resources get weak cached in memory for re-use Cleanup floatbitmap, add LoadFromInMemoryTGA Load Bitmap.CreateFromBytes supports tga Better tooltips on TextureControlWidget Don't support mipmaps if npot (until we figure out how/why) Create Bitmap.Filters.cs Bitmap supports psd loading Fix a bunch of bitmap filters Add Margin.IsNearlyZero Fix blur/sharpen thinking the edge of the bitmap is the end Control widget tweaks Pass ResourceCompiler in ResourceGenerator options, allowing us to add references Fix asset picker ignoring AdditionalTypes Move ColorTextureGenerator Move RandomTextureGenerator to engine, allow normals creation Add Widget.GetDescendants<T> Expose OpenColorPopup on ColorControlWidget Add [TextureImagePath] - allows selecting an image or a texture Don't cache resource if hash changed while generating Expose CreateEmbeddedResource on TextureResource Bitmap.Rotate resizes the texture TextureControlWidget has shortcut buttons for selecting a file, or color Add bitmap SVG loader Return white for default colors, instead of transparent Add MainThread.Wait() Add EngineFileSystem.Mounted (!) Create TextTextureGenerator.cs Create RadialGradientTextureGenerator.cs Create LinearGradientTextureGenerator.cs Create ImageFileTextureGenerator.cs Expose Svg texture generator Expose TypeDescription.Order TextTextureGenerator tweaks Fix warnings and errors Use classname when setting ResourceGenerator Fix bitmap.clear not using floating point color Fix NRE in ImageFileTextureGenerator
13 Days Ago
Mark used resources in buffered descriptor set a few frames in advance, they're being deleted while still used
13 Days Ago
Merge from primitive
13 Days Ago
Shield cannot be raised if the player has less than 1s of time in the progress bar
13 Days Ago
Hammer is no longer usable with shield (was a bit of a downgrade since you had to unequip the shield to access upgrade options)
13 Days Ago
Hopefully fixed recurring issue where the player would be stuck in blocking state if their shield breaks while it is raised
13 Days Ago
Disable compute skinning temporarily while descriptor set crash is being debugged
13 Days Ago
Recoil when a player sucessfully blocks a hit is now applied to the attacker, not the defender, only applied for melee Left in the screenshake for local player on blocking a hit as it looks good