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22,818 Commits over 1,642 Days - 0.58cph!

4 Months Ago
SteamId can be converted to from an int, but will give a warning Fix code archive not using correct CSharpParseOptions Don't debug output xml parse errors Add more package tests
4 Months Ago
Fix ambient occlusion in offsetted viewports Adjustments, default old components to ssao
4 Months Ago
Move AmbientOcclusion to Command Lists Constant Buffers in Command List Iterate minimum Camera.hlsl, no Time.hlsl for now
4 Months Ago
Fix navmesh generator pool disposal
4 Months Ago
Correctly dispose of native tile cache resources
4 Months Ago
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4 Months Ago
Scene view: disable gizmo interactions while doing camera movement
4 Months Ago
Remove box from navmesh debug draw
4 Months Ago
Fix some NREs when accessing colliders from navmesh components
4 Months Ago
Ensure navmesh area stays in sync when linked collider changes
4 Months Ago
Stop PathWidget fighting back in LineEdit mode and selecting the whole text, fixes Facepunch/sbox-issues#6869
4 Months Ago
Cleanup NavMeshArea Component
4 Months Ago
Smite harmless "unknown tool window" warning from tool window trying to cleanup after itself
4 Months Ago
Add IHotloadManaged.Persisted() Add ReflectionCache utility, internal for now Lazy evaluate expensive reflection, auto-clear on hotload Call RunAllStaticConstructors before hotload Instead of them running at unexpected times during hotload Use ReflectionCache for SandboxedUnsafe.IsAcceptablePod Fix possible error during hotload, if a static constructor called this
4 Months Ago
Scene Overlay: unsubscribe from event properly
4 Months Ago
Try to make SceneOverlayWidget size/position updating a bit more foolproof Add cloud browser to default editor layout
4 Months Ago
Use custom functions instead of GJK to bake physics shapes into the navmesh Baking a physics shape now takes sub 100μs in most scenarios.
4 Months Ago
Camera.hlsl and Time.hlsl stubs
4 Months Ago
Fix not switching assembly during hotload
4 Months Ago
blendable: vertex paint tint masks apply per layer https://files.facepunch.com/matt/1b2711b1/sbox-dev_GItra2hhLI.png https://files.facepunch.com/matt/1b2711b1/sbox-dev_hO2CNKhDzx.png
4 Months Ago
Server sends code archive instead of assembly Client compiles code archives
4 Months Ago
Don't try to compile code archives on local packages
4 Months Ago
PartyRoom uses SteamId. ConnectionInfoManager ensures we write party id as SteamId. Fixes being unable to join a game. Protocol++
4 Months Ago
Make Connection.SteamId and PartyId a SteamId Make Game.SteamId a SteamId Networking.TryConnectSteamId takes a SteamId Add SteamId.AccountType Add steamid to bytepack
4 Months Ago
Store last connection string globally for reconnect. Allows you to reconnect to your last server even when disconnected. Fix a bug where host changed may be called when not appropriate, such as an initial connection.
4 Months Ago
Fixed reconnect command Set _ownerid before lobby owner transfer as well and pre-empt owner data change Make sure go.Network returns network root network accessor like it did before (Fixes Facepunch/sbox-issues#7044) Just return out if we're headless when shutting down user cursors instead of assert - fixes dedicated server not starting Better handling for root network accessor
4 Months Ago
Add more error checking around mp3 mixer process stream, still seeing these pop up in sentry
4 Months Ago
Grab msaa from scene camera attributes when doing Graphics.RenderToTexture, scene camera might have msaa disabled
4 Months Ago
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
4 Months Ago
Update path of build-shaders, upload all shaders as artifacts
4 Months Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update shaders, might get stumped with AO changes but i'll just build them back
4 Months Ago
Optimize by caching GJK simplexes when rasterizing obstacles
4 Months Ago
Fixed SceneInformation not saving SceneTags metadata
4 Months Ago
Experiment with arbitrary physics shapes as navmesh obstacles Performance is not good, needs more optimization to be viable. https://files.facepunch.com/lolleko/1b2611b1/sbox-dev_i7IaHMmjKv.mp4
4 Months Ago
Ignore triggers in NavMesh Generation
4 Months Ago
GameObject.Network is a class !!!!!!
4 Months Ago
Use uncompiled assemblies (#1714)
4 Months Ago
Scene ref gizmo: show one entry per graph, most recently triggered
4 Months Ago
Expose Local/World transform shorthands to ActionGraph
4 Months Ago
Creating new non-asset registers entry and opens rename properly, fixes Facepunch/sbox-issues#7001 Don't let creating new resources be blocked by not yet having a compiled version on disk, fixes Facepunch/sbox-issues#6991
4 Months Ago
Fix duplicate GameClosing panels
4 Months Ago
Give better titles to collider trigger actions
4 Months Ago
Add Collider.OnObjectTriggerEnter/OnObjectTriggerExit
4 Months Ago
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4 Months Ago
Change facepunch.sandbox test to facepunch.walker
4 Months Ago
Disable package tests that don't have code archives (garry.testbed, carsonk.voip_roulette)
4 Months Ago
Lets handle package startup errors a bit better, shutdown properly, popup an error
4 Months Ago
▄▍▌▅▅ ▉▇ █▊▍▇▋▊▊▍▇▄▍▍▋ ▇▅▅▉ ▆▇▋▆▊▅▅ ▄ ▉█▇▉ ▉▋▊▅▊▉█▌ ▅▍▋▌ █▆▋▉▉ ▅▌▍▋ ▇▍▌▋ ▅▋█
4 Months Ago
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4 Months Ago
██▇▄▌ ▅▅▍▍▄▊▌▆▄█▆▍▌▌▌.▊▌▇▋▋▄█▅▆▄▆▋▉ ▇▉ ▇▇▇▌▇▋▅▊▆▉▉▄▋▄▉▅ ▆▌▅▌▉ ▅▊▇▌ ▋▍▊▍▋ ▍▇ ▍█▅▌ ▉▄▉▄