223,524 Commits over 3,684 Days - 2.53cph!

Yesterday
If started but haven't reached checkpoint return to start Checkpoint ui Support checkpoint ui + reset checkpoints when return to the start
Yesterday
Update .gitignore Basic checkpoints
Yesterday
Fix hlsl antlr grammar 🙄 Fixes Facepunch/sbox-issues#5382
Yesterday
Shield effects tint based on its current power
Yesterday
Stop sound handle when stopping or disposing music player
Yesterday
Use controller color for player's world panel
Yesterday
Merge from unity_2022.3.24
Yesterday
BaseCombatEntity.Hurt uses pooling for HitInfo
Yesterday
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Yesterday
merge from qol_rotate_vending_machine
Yesterday
merge from tutorial_gun_unlock
Yesterday
merge from mission_improvements_may_24
Yesterday
restore 96033 mission_improvements_may_24
Yesterday
Add Rick's spaceship model
Yesterday
Fixed bullets colliding with dead players, collision problems w/ players
Yesterday
Don't show health bar if at max
Yesterday
This all sucks but pushing it to have it as back up
Yesterday
Add ability to scope input hints https://files.facepunch.com/devultj/1b1811b1/sbox-dev_05o2cfn6aa.png
Yesterday
ComponentTypeSelector: don't allow left arrow navigation if trying to name component
Yesterday
Compile fix
Yesterday
Reduce parallel cubemap updates on load, we allocate a new lightbinner for each new parallel view and each of them allocates a lot of new GPU buffers when they should be shared, I'll revisit this after shadowcache
Yesterday
Item / ItemManager use pooling
Yesterday
Remove zones
Yesterday
Add player damage FX, health bar
Yesterday
subtract mission_improvements_may_24 - compile fix
Yesterday
Remove all atlas downsampling bullshit, not even being used Backport shadowcache from CS2
Yesterday
merge from mission_improvements_may_24
Yesterday
merge from ai_zone_leak
Yesterday
Use assets folder when collecting files for manifest Don't add asset browser node for projects without assets Don't collect assets from projects with no assets folder Don't save the project list in editor, only save the project list when adding from launcher Fix ProjectSettings path resolution, rename Project.Path to Project.ConfigFilePath Error fix
Yesterday
merge from minigun_fixes_may_24
Yesterday
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Yesterday
Added profiling and stat command to investigate potential zone leaking.
Yesterday
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Yesterday
Add TryUnstuck to Player movement
Yesterday
merge from patrol_helicopter_health_reset
Yesterday
Moved Editor folder, updated .gitignore to reflect new changes
2 Days Ago
Eliminated BaseCombatEntity.Hurt GC alloc
2 Days Ago
Fixed BaseProjectile.DelayedModsChanged profiler sample mismatch
2 Days Ago
Content > Assets
2 Days Ago
some walkways set model fixes (sg's, holes) better staircases for radtown storage building large s2p
2 Days Ago
GPU Shadow Culling (#1523) --------- Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
2 Days Ago
Remove all atlas downsampling bullshit, not even being used Was accidentally creating new lightbinner (without light info I needed too) every frame :S CSceneSystem::GetLightBinnerStandard() is "FindOrCreate" while from CSceneView actually gets the actual one GPU Shadow Culling POC: Don't render shadows that are not visible by GPU depth bounds sc_show_rejected_lights enum support for VFX HLSL We dropped DX11 support so we can support it without a worry microsoft/DirectXShaderCompiler/wiki/Language-Versions#hlsl-2017 r_gpu_shadow_culling cvar, parallelize static light visibility tests Cone intersection for tiled light culling Bloat cones a wee bit, still do sphere culling for point lights Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights https://i.imgur.com/JwxhgOJ.png Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled Cast shadows of non culled lights, not culled lights.. wtf? Only debug draw actual shadow casters, add spot light debug drawer Fix debug views for dynamic lights, update comments
2 Days Ago
Fix debug views for dynamic lights, update comments
Leaderboard backup, run #11130
2 Days Ago
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2 Days Ago
Fix target detection triggers for turrets on nexus ferry being very far away from the turrets
2 Days Ago
Fix foundation not replacable under a roof - ensure foundation can't be placed clipping into roofs https://files.facepunch.com/jakerich/DiEvbg8FtDsQvCkQ/ZXt1WMKFWMUmUu0d.png https://files.facepunch.com/jakerich/ba6PAFGqdbJdQgs8/xFa89R274Dbx7H8o.png
2 Days Ago
Fixed reload option when selecting a minigun in the inventory not translating properly
2 Days Ago
Adjust prompt on minigun reload tip to mention workbench lvl 2/3
2 Days Ago
Award tutorial gun achievement when opening the rate rather than via physics trigger, should be more reliable?