248,631 Commits over 3,928 Days - 2.64cph!

10 Days Ago
Make this readonly list so it can't be fucked with
10 Days Ago
Remove debug logging from copy paste
10 Days Ago
Fix wires being at wrong height when paste is auto-snapped to the terrain
10 Days Ago
Battering ram door loading
10 Days Ago
Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly
10 Days Ago
merge from fix_quick_craft_multiple -> main
10 Days Ago
Fix error handling Don't call DeleteOldShadersFromCache at startup - this is like 1.5 seconds of nothing Only load vfx_vulkan.dll once
10 Days Ago
Restore propane bomb world model
10 Days Ago
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10 Days Ago
PoC spline collisions Currently just super hacky static mesh/model collision https://files.facepunch.com/lolleko/1b1711b1/sbox-dev_03QtKgtfYW.mp4
10 Days Ago
merge from main
10 Days Ago
- adjust ray march step count for the different quality levels, 128 at highest, 56 at lowest - add jittering to ray origin to disguise artifacts from lower step counts, with jittering intensity reduced towards horizon to prevent too much noise - fix slow render target resizing - fix reprojection issues - adjustments
10 Days Ago
Battering ram door joint can now break When breaking, we spawn a door server gib
10 Days Ago
Update: added search support to bin snapshot viewer I think I have all I need to explore the broken profile Tests: opened the borked profile snapshot
10 Days Ago
handle non interactive command line Shader building bat files should return 1 if any errors happen
10 Days Ago
Santa jacket/trousers lods (human version)
10 Days Ago
Siege tower doors now reverse backwards if theres something in the way whilst opening
10 Days Ago
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
10 Days Ago
mutelist_expose_steamid -> main
10 Days Ago
Expose users steam ids on chat.mutelist
10 Days Ago
Bugfix: fixed reading string f rom the binary snapshot - Forgot that they're not null terminated - this fixes random characters at the ends Tests: Opened borked editor snapshot
10 Days Ago
Don't init vulkan if consoleapp
10 Days Ago
primitive -> Aux2
10 Days Ago
More building volume changes to try and allow door placement
10 Days Ago
Clean up
10 Days Ago
Update: added ability to display sub range of thread track in Bin viewer - also supports rudimentary [N] input to resolve syncpoint indices - added mark index to view as well Tests: vizualized borked editor snapshot
10 Days Ago
exported 4 reload anims for vm mini crossbow and the rig again so all 4 bolt joints are in the correct postion
10 Days Ago
Flush
10 Days Ago
More checks to prevent a user from pushing the siege tower from a higher point on the tower
10 Days Ago
Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png
10 Days Ago
Cache GameObject bounds Fix a few things inside occlusion culling render layer Wrap occlusion objects inside a record Remove more native occlusion culling stuff
10 Days Ago
Sanitise more flags
10 Days Ago
merge from main
10 Days Ago
Build shaders AFTER managed
10 Days Ago
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10 Days Ago
- Dont use Protected flag - Added up to Reserved19
10 Days Ago
Remove unused vfxcompile
10 Days Ago
Santa jacket/trousers lods (citizen version)
10 Days Ago
Another merge fix Shader bats use new exe Logs in logs folder Cleaning up Progress Shadergraph use shadercompiler Time the whole block
10 Days Ago
Update: display call depth for marks in bin viewer Makes it easier to track callstack consistency at sync points. Tests: opened borked snapshot from editor
10 Days Ago
Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file
10 Days Ago
Removed animation rigging package (added when experimenting on horses during hackweek)
10 Days Ago
Fixed siege tower wheels using incorrect material on LOD3
10 Days Ago
Lightbinner layer managed Fix ObjectHighlight.shader
10 Days Ago
-Add more profile markers to heli -Use fast broad grid check instead of precise one (heli range is 150m but cells are 32m wide, so we are not getting that much precision by using the narrow phase)
10 Days Ago
Update: reworked the bin vizualizer to have a different layout - Able to jump to sync points in the list - Able to view specific thread's stream Couldn't figure out how to do nested dynamic scrollviews, so went for a different approach. Already revealed a question mark about some names having invalid characters at the end, though doubt it's the contributing factor Tests: loaded up a borked binary snapshot, was able to inspect it
10 Days Ago
Initial Use spheres so we only have to send a single list of vec4s over Gather objects Split logic into COcclusionCullingStandard Change order, gather correctly, readback, count visible + culled objects Reject occluded objects, tweak gather & shader Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug Put debug spew behind convar, tweak shader Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks Start moving all this over to managed, we can benefit from various things here
10 Days Ago
primitive -> Aux2
10 Days Ago
Fixed using boolproperty
10 Days Ago
Hopefully that prevents all building spots on the tower