253,239 Commits over 3,990 Days - 2.64cph!

28 Days Ago
merge from primitive
28 Days Ago
merge from main
28 Days Ago
Added some basic tree auto avoidance for horses Rotation responsiveness tweaks
28 Days Ago
Powered fridge now fully stops food spoiling Added spoiling timer to raw and cooked chicken, timer gets reset to start when chicken is cooked Added convars to turn the food spoiling off and control it's budget, spoiling UI is disabled in this case Added debug convars to adjust the spoil times for all food on a server for testing (FoodSpoilingDeductTimeHours and FoodSpoilingSpoilAll
28 Days Ago
Projectile unparent fixes.
28 Days Ago
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28 Days Ago
Tweaked fireball spawns & speeds.
28 Days Ago
Light bleed fix.
28 Days Ago
FX progress
28 Days Ago
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28 Days Ago
fade out person lights on death highlight current build structure type rescuable survivor wip rescuable contact reload button color/hotkey
28 Days Ago
Merge from fridge_changes
28 Days Ago
Remove all mixing references in the cooking UI
28 Days Ago
Setup new cooking workbench Add new recipe list Add chicken pie test item
28 Days Ago
S2P stables A and B Fixes old horses still spawning in ranches
28 Days Ago
Fixed swimming not retrograding gates Improved buoyancy
28 Days Ago
Better bounds padding handling for shields (have to artifically inflate the padding for bots)
28 Days Ago
Parent merge
28 Days Ago
Model x Materials setup script
28 Days Ago
Fixed a slight visual movement when switching between shields that share the same animator controller
28 Days Ago
Prefab mat update
28 Days Ago
Cherrypick 110351
28 Days Ago
Implemented the "Filter Properties..." TextEdit in ShaderGraph Added ShaderGraph.Domain. Can now create Post-Process Shaders in ShaderGraph. Resolves Facepunch/sbox-issues#5866 https://files.facepunch.com/CarsonKompon/2025/January/13_17-38-PossibleAfricanrockpython.mp4
28 Days Ago
Stopped log spam
29 Days Ago
Added ShaderGraph.ShadingModel. Can now create Unlit Shaders via ShaderGraph. Resolves Facepunch/sbox-issues#6006 https://files.facepunch.com/CarsonKompon/2025/January/13_14-55-ShamefulPacificparrotlet.mp4 Added Icons to the BlendMode and ShadingModel enums Add ConditionalVisibilityAttribute support to ShaderNodes in ShaderGraph. All plugs into the Result node are greyed out except for Albedo and Opacity when using Unlit Shading Model Add [Group]s to the ShaderGraph nodes with InlineEditor so they can be collapsed and feel less cluttered. Automatically size TextureSampler nodes so that Inputs don't overlap with the preview image Added Texture Preview to Texture Cube node Use [ImageAssetPath] instead of [ResourceType("jpg")] in Texture Sampler nodes
29 Days Ago
merge from main
29 Days Ago
- put ranges on noise gen params - add ground albedo parameter - test different way of combining noises for weather
29 Days Ago
Catapult polish
29 Days Ago
Head ik tweaks
29 Days Ago
- First pass on multiswap arrow heads - Disable arrow movement in shoot states and just turn it off when shooting - Change which arrows are turned on/off in each state
29 Days Ago
Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface Our shader includes are a cyclic dependent mess, I have no idea how to not make this simple thing simple
29 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView CSceneObject::GetCTransformUnaligned() Delete random Hammer shit
29 Days Ago
Catapult projectile orientation fun WIP.
29 Days Ago
fix uv2
29 Days Ago
Fix Draw Order in ShaderGraph nodes, fixes certain nodes not showing their previews/icons https://files.facepunch.com/CarsonKompon/2025/January/13_13-01-SlipperyQuillback.png Added Icons to all Binary operations in ShaderGraph (Subtract, Divide, Mod, Multiply) instead of just Add. Resolves Facepunch/sbox-issues#6516
29 Days Ago
Update: DemoServer - spawn entities with the right initial flags Turns out I had doors in a base to be closed on spawn, leading to tick violations - this fixes it. There's more violations to go. Tests: Played the demo, checked that the relevant door is now open.
29 Days Ago
Can now Copy/Paste all properties from Feature tabs in Components and Resources. Resolves Facepunch/sbox-issues#7374 https://files.facepunch.com/CarsonKompon/2025/January/13_12-40-KnobbyIndianspinyloach.png
29 Days Ago
Fireball small prefab update.
29 Days Ago
Manually updated Fireball_Small to be like the updated one on the unmerged new-explosion branch, as the old one looked really out of place in this context.
29 Days Ago
Merge from /main/indirect_instancing
29 Days Ago
Merge from /main
29 Days Ago
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default Fixed a bug collecting wrong statistics about unsupported shaders
29 Days Ago
manifest update
29 Days Ago
BeamRenderer
29 Days Ago
adobe wall and gate lods
29 Days Ago
Added jungle tree spawners to spawn.procmap.v3
29 Days Ago
Created spawn settings for jungle trees and added them to the jungle biome Removed jungle biome from temp_forest spawn settings Tweaked jungle tree prefabs to LOD better
29 Days Ago
At the end of reloading, play back to idle animation (reload_end)
29 Days Ago
Moved the skidding to CTRL Double tap CTRL to stand Block movements when standing
29 Days Ago
Some initial balance work (subject to change): Stats are similar to the bow, but slightly less range Regular Crossbow is still better overall (more effective long range and fires further)