232,810 Commits over 3,775 Days - 2.57cph!

2 Hours Ago
Terrain Materials accept dragged cloud assets
3 Hours Ago
Convert the rest of RenderAttributes stuff to use StringToken Move SetRenderState out of the draw loop, called manually
4 Hours Ago
Add internal, templated Graphics.Draw<T> Delete PanelRenderer.Text.cs VertexLayout is public, has attribute system to define vertex layout Don't push identity matrices when rendering UI
Today
Update ParticleModelRenderer.cs
Leaderboard backup, run #12583
Today
Fix last particle not processing Add pitch and yaw to particles
Another TextureAtlas NRE fix when uninitialized Fixed CellOffset visual display in Spritesheet Importer Fixed Cell Offset in Import process
Use Pixel Font for Damage Numbers Increase Map Generation Size with each Floor. Guarantee one item room each floor, adding another every 4 floors
Fixed enemies walking through walls Fix dash networking Added Enemy Spawner Component, Sprite and Prefab PrefabSpawners have SpawnOnStart. Crates/objects will spawn on map generation, enemies will not spawn until entering room. Doors close when entering Room (if room has enemy spawns). Doors open after clearing all enemies. https://files.facepunch.com/CarsonKompon/2024/July/20_00-42-AntiqueMeadowhawk.mp4
Tick correct session in SceneViewWidget. Fixes occasional `Error calling 'tool.frame' on 'Editor.SceneViewWidget'`
More hill cliff progress / improved cliff shapes / scaled cliffs down
Today
Improve flatten tool, first stroke saves a plane to trace against to get flatten height and uv https://files.facepunch.com/layla/1b2011b1/sbox-dev_KIb8siErec.mp4
Today
Update dirty collider region for heightfield materials
Today
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Today
Added variable relief sample count based on shader quality level
Today
Fixed disp/height map detection in material inspector
Today
Codegen
Today
Optimize entity menu codegen to reduce memory usage * Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes) * Cache the phrases instead of allocating every time they can display
Today
wire material setup and thickness
Today
Fixed distance early out AO (distance black) ditto Merge branch 'master' of sbox
Today
tincanwire mat and materials (need to work out uvs)
Hook up File -> Open Scene (Resolve TODO)
Today
Radtown S2P
Today
Merge from main
Today
Various lighting related prefab stuff. Road cone transmission texture.
Today
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
Today
Add some structure to wolf behaviour code
Today
Rollback ENT.PhysicsSolidMask for now
Today
Rollback ENT.PhysicsSolidMask for now
Today
Wire deployable on the Deployed layers
Today
Tin can alarm deployable anywhere in monuments Removed collisions with players
Today
Fix clients getting stuck during loading after changelevel Experimental: Do not close srcds on modelprecache overflow, just use error models Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value New TF2 map icons
Today
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Today
Experimental: Do not close srcds on modelprecache overflow, just use error models New TF2 map icons Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value
Today
Chunk size test
Today
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
Today
Tin can alarm art implemented
Today
Particle system optimzations
Today
deploy model for tin can alarm
Today
split off cans with their own pivot
Today
Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again Make SSR reconstruction ghosting less apparent
Today
Merge from main
Today
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
Today
tin can alarm art, lods, gibs, art prefab setup
Seperated parenting volumes for above and below
Today
Fix for edges against distance objects (i) do not apply AO on distant pixels (eg. skybox) (ii) when calculating ao, any sampled pixel that is too distant will be rejected as a contributor to AO Merge branch 'master' of sbox
Today
Detangle all this from Cubemapper, make it able to render inline rather than on a render block Redo update strategies from envmapprobe, much simpler, works everywhere now Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
Today
PerformanceStats.Timings lockless
Today
exported/set up dpv anims and added to dpv blendtree playeranimation.controller