252,899 Commits over 3,990 Days - 2.64cph!

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
13 Days Ago
Bucket FX WIP.
13 Days Ago
Applied a new collider to all shields to increase the amount of coverage the legs and head receive, particularly while blocking
13 Days Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
13 Days Ago
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
13 Days Ago
Catapult firebomb fire spread/lifetime/damage matches the incendiary rocket Slower ballista hammerhead bolt Minor build cost indicator color fix
13 Days Ago
Stop leading when horse starts ragdolling Can't lead a ragdolled horse
13 Days Ago
New decal
13 Days Ago
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
13 Days Ago
Fixed repair cost UI not showing as red (caused by 111605)
13 Days Ago
Fix
13 Days Ago
Tweaked mounted ballista colliders
13 Days Ago
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13 Days Ago
Static ballista rig setup Updated icon
13 Days Ago
Clean up, remove unused properties, destroy buffer, 64 decals per screen tile
13 Days Ago
merge from primitive/deployable_ballista
13 Days Ago
Mounted ballista detailed colliders
13 Days Ago
Reverted 111575 (restored mounted ballista rig)
13 Days Ago
Constructable entities now require the correct amount of resources Added UI showing the required resources when aiming at a constructable entity
13 Days Ago
Forward+ Decals 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
13 Days Ago
Crash FX.
13 Days Ago
Make sure to reset leading flag when leader player dies
13 Days Ago
add octohedral_encoding.fxc include
13 Days Ago
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13 Days Ago
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
13 Days Ago
GraphCompiler will now resolve inputs for parameters within subgraphs Make sure DefaultEditor draws the correct Default Value GraphCompiler now pulls the Default Value set on a SubgraphNode if input has no connection Fix infinite loop when saving some graph configurations Cleanup GraphCompiler.Result() and remove debug logs Fix DefaultEditor NRE Label default properties as "Default {x}" Fix Subgraph preview not compiling properly after new changes to GraphCompiler
13 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
13 Days Ago
merge from primitive -> aux2
13 Days Ago
Use classname when setting ResourceGenerator Fix bitmap.clear not using floating point color Fix NRE in ImageFileTextureGenerator
14 Days Ago
Use `==` instead of `?` for completeness sake (should handle missing prefab reference either way)
14 Days Ago
Fix an NRE inside GameObjectRef itself (when GameObjectRef lost it's reference to the gameobject but you call GetEntity() on it)
14 Days Ago
merge from primitive_gm -> primitive
14 Days Ago
Fix tech tree not allowing to unlock if there were restricted items inbetween
14 Days Ago
med ak skin WIP - model skinned & exported - initial prefabs setup
14 Days Ago
merge from primitive -> primitive_gm
14 Days Ago
Fixed T3 workbench missing the primitive version of the T2 tech tree
14 Days Ago
Merge from train_tunnel_altitude_2
14 Days Ago
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
14 Days Ago
merge from primitive
14 Days Ago
merge from primitive/gameplay
14 Days Ago
Resolved tech tree pathing issues
14 Days Ago
merge from main
14 Days Ago
Add some more comments for things that will get removed once we delete the old undo system. Expose UndoScope via Scene.Editor Fix Typo
14 Days Ago
Fixed nesting issues with GraphCompiler and subgraphs
14 Days Ago
Bugfix: ServerDemoPlayer - replicated polayer now follows demo's trajectory - Also added more detialed logging of position messages Decided to stop avoiding syncing player's position to outgoing messages, as there's weird teleport in the recorded demo. But at least now it works as expected. Tests: Played back the longer 2 player demo - all good. Playerd back the known short demo with violations - still present, so also good.
14 Days Ago
ShaderGraph GraphCompiler can now resolve the results of Subgraph nodes (only in a few cases at the moment) GraphCompiler now resolves nodes referenced in NodeResult.Func outputs when in subgraphs appropriately
14 Days Ago
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
14 Days Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent Restore changes to game.cleanupmap, as it should be safe now