248,622 Commits over 3,928 Days - 2.64cph!

8 Days Ago
Move shader compiling to engine Recompile shaders directly, instead of out of process
8 Days Ago
Hull based spline collisions Allows proper physics simulation of the spline models. Works okay for boxes, still need to figure out why izabu quick hull struggles with more complex shapes. https://files.facepunch.com/lolleko/1b1811b1/sbox-dev_YFlVR7whUv.mp4
8 Days Ago
ListControlWidget now supports multiedit, only showing matching indexes Add and Remove buttons now work when MultiEditing a List Added support for re-ordering lists during a Multiselect https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4 Right Click -> Duplicate now works on Multiselect Lists
8 Days Ago
Method name change + some docs
8 Days Ago
S2P excavator
8 Days Ago
Threaded use of Steam networking API - enable with -nwthread command line switch for live testing
8 Days Ago
Ballista damage renderer
8 Days Ago
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
8 Days Ago
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place) - Increase catapult max place distance to support the larger build check radius
8 Days Ago
Added player check triggers to catapult, battering ram and ballista constructables
8 Days Ago
Battering ram damage renderer
8 Days Ago
- Setup to allow constructables to block repair if any player is ontop of the entity - Push toast to the 'repairer' to let them know - Added to siege tower initially
8 Days Ago
Make culling faster & more accurate by bailing early if we know any corner is visible, use local model bounds converted to world https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_zt7IOESilA.mp4
8 Days Ago
Material bug fix on construction stage ballista
8 Days Ago
Move -searchpaths logic to ToolAppSystem Refactor Results, async
8 Days Ago
Upgraded and recompiled the GfxPluginDLSSNative dll and fixed the DLSS artifacting when using Ultra Performance mode or small resolutions
8 Days Ago
Fix possible NRE in PathWidget
8 Days Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
8 Days Ago
Updated Medieval Metal Double Door Icon to stop clipping issue
8 Days Ago
Added Place Holder Medieval Metal Double Door Icon
8 Days Ago
Updated Medieval Metal Double Door Prefabs Changed Medieval Metal Double Door Frame texture resolution from 512
8 Days Ago
Updated Medieval Metal Double Door FBX's Imported and Setup Medieval Metal Double Door GIBS
8 Days Ago
Created Medieval Metal Double Door Material Imported Medieval Metal Double Door Textures
8 Days Ago
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
8 Days Ago
primitive -> Aux2
8 Days Ago
Full manifest rebuild
8 Days Ago
Set up battering ram and catapult death screen ui Fixed a minor battering ram issue with an unfilled hit info field
8 Days Ago
Update trails scene
8 Days Ago
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197 https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
8 Days Ago
Clean up, only apply culling if enabled https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
8 Days Ago
Arena 5 wip
9 Days Ago
Deployables can now show "Blocked by terrain"
9 Days Ago
Added an entity whitelist setting to SocketMod_Sphere Ladders can now be deployed in siege weapons prevent building volume
9 Days Ago
Cache all gameobject bounds, fit parent bounds to children Readback runs callback, applies culling to sceneobject (tho we should really apply this per-view) Rather than clamping to viewport, if all corners of bbox are off-screen, cull the object
9 Days Ago
main -> primitive
9 Days Ago
hash_conflict_planter -> main
9 Days Ago
Fixed respawning planter causing hash conflicts on sockets
9 Days Ago
manifesti_fix -> primitive
9 Days Ago
9 Days Ago
Merge: from amvienceemitter_recycle Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnect - with the fix, had 0 error reports
9 Days Ago
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT - Reimplemented the spawn point status based on new internal state - this retains original behavior Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload). Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects
9 Days Ago
edited player animation.controller so the shield impact animations work correctly
9 Days Ago
merge from primitive
9 Days Ago
Battering ram compile fix
9 Days Ago
Merge: from main Tests: compiled in editor
9 Days Ago
Don't use bind system for these control widgets, feels like the old way of doing things
9 Days Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
9 Days Ago
merge from primitive
9 Days Ago
Fixed physics issue when building the ballista Added a position offset setting for deployable guide mesh
9 Days Ago
Add TagsControlWidget