242,135 Commits over 3,867 Days - 2.61cph!

9 Minutes Ago
Close these connections
23 Minutes Ago
Reset local connection state to Unconnected when closing network system - some debug log for other machine
43 Minutes Ago
fixed negative scale on dracula cape worldmodel collider
1 Hour Ago
Add a confirmation prompt when overwriting a pose
1 Hour Ago
Merge from main
1 Hour Ago
teleportpos now has more consistent behaviour: teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
1 Hour Ago
server-only compile fix
1 Hour Ago
client-only compile fixes
1 Hour Ago
wip io research table
3 Hours Ago
Include file in delete asset dialog for single asset selection
3 Hours Ago
3 Hours Ago
Physics debug render uses OverlayWithDepth so it's after post process https://files.facepunch.com/layla/1b2411b1/sbox_PvU3Pt0GJf.png
4 Hours Ago
Protect against processing the same physics intersection event multiple times
4 Hours Ago
Leaderboard backup, run #14885
6 Hours Ago
Map Updates - Boxes and Barrels
Today
Apply particle rotation to object alignment mode https://files.facepunch.com/layla/1b2411b1/sbox-dev_Sgw55NzeQF.mp4
Today
Ensure positive zero when doing ValueToString on float controls
Prefab backup
Today
prevent index out of range exception
LODStripper update
Today
Add BillboardAlignment.Object to ParticleSpriteRenderer to align particles to game object rotation https://files.facepunch.com/layla/1b2411b1/sbox-dev_wPXQU0YbTa.mp4
Today
add vertex paint to edge
Slight renaming of button labels on PoseTools
Codegen
Merge from main
Today
Toggle Time action Camera ignore swingable Tongue ui Test level
Today
Add transform widget back to prefab object inspector
Today
AddHookAfterTranslucent > AddHookAfterDepthPrepass
Today
Don't remove sensor contacts when changing body type, fixes triggers entering without leaving when toggling motion type while inside a trigger
Exit tongue state when target is disabled
Today
Clothing Updates
Today
Undo changes to m_OverrideSubMaterials
Added CameraPull to TongueTarget
TongueTarget PullingMode and OnTongueHit action Can tongue certain objects towards you. Player can carry objects Fix punchable scaling when grabbed Neutral Jump from a slide will cancel forward momentum
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
Today
fix issue with tutorial welcome screen not showing, wip welcome screen styling
Today
stage 1c - tongue test
Today
Gib Unicycle
Today
Better ragdoll
Today
Composite AO to pipeline rather than blitting, cleanup
Today
Update decals_subrect.txt Updated from HL2, to contain 2 new Portal decals You can gravity gun portal energy balls successfully Fixed studiomdl crashing with remapping sequences Remove unused properties on SWEP internals Change how SWEPs store ViewModel/WorldModel/PrintName To get rid of 80 character limit for all 3 fields Remove another unused field from SWEPs Network gravity scale for players, for prediction Reduce network bits for player's drivingmode/player class No server has 2^32 unique classes Network m_bSprintEnabled for prediction (Player:SprintDisable) Fixed insane network load of ManipulateBone* functions Optimize some more player networking m_OverrideSubMaterials array m_iTeam reduced bits (from 32)
Today
delete missing prefabs from tutorial map
Today
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders
Today
Add vpk
Today
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler Remove sdf.hlsl (until we meet again 🫡 )
Today
Add Motion.hlsl for motion vectors Add generic TAA filter to Motion.hlsl