238,093 Commits over 3,837 Days - 2.59cph!

48 Days Ago
Fucked debug code
48 Days Ago
Terrain: Add Hole tool This is a seperate R8 texture currently, but will be JsonUpgrade and folded once the splat map becomes an index map. https://files.facepunch.com/matt/1b2111b1/0pGQXMLbc2.png
48 Days Ago
atm robo assistant prayer beads
48 Days Ago
Browse cloud terrain materials button Can drop terrain materials onto terrain in scene
48 Days Ago
Pass the attacker through in AreaDamage, molotov kills link back to the killer correctly - support showing a fire icon for kills that had the burn flag Do the same thing with explosion damage, also bring through the molotov itself so it can be used in the kill feed https://files.facepunch.com/tony/1b2111b1/Q9BbqU5SVE.png
48 Days Ago
Show the damage you dealt to your killer
49 Days Ago
Set gamemode on map vote end
49 Days Ago
Update README.md
49 Days Ago
Don't set cursor position if !IsAppActive()
49 Days Ago
Fix WatchPhysical() test, shouldn't be ticking before check
49 Days Ago
Disable recursion test
49 Days Ago
Oops - don't need obsoleted KeyModifiers anymore Don't inject EnsureSufficientExecutionStack calls, see if that changes performance in any way
49 Days Ago
Lets see if CollectionsMarshal.AsSpan is any faster or if Nick Chapsas is a liar Skip all this if we have no rendertree Clean up
49 Days Ago
Leaderboard backup, run #12607
49 Days Ago
Hull collider can be updated without recreating the physics shape Use MakeDirty for model collider
49 Days Ago
Sphere collider can be resized without recreating the physics shape
49 Days Ago
Capsule collider can be resized without recreating the physics shape
49 Days Ago
Add internal functions for updating spheres, capsules and hulls
49 Days Ago
GGXCubemapBlurHelper::GetFaceAndUVFromDirection was giving mirrored directions, recode it to point to correct direction, GGX skyboxes look very nice now, fixes a few issues specially in low resolutions, up sky.shader version so CI rebuilds textures
49 Days Ago
Plane collider can be resized without recreating the physics shape
49 Days Ago
Move this internal resize attribute to collider so I can make use of it for all the other colliders
49 Days Ago
Rebuild or update collider if they're a child of the rigidbody object and their local transform changed https://files.facepunch.com/layla/1b2111b1/sbox-dev_UFKO9q1Mrr.mp4
49 Days Ago
Fix hitbox adding box shape twice the size
49 Days Ago
Add Box Gizmo to Hitbox Component
49 Days Ago
Use SRGB texture in text shader
49 Days Ago
Fix calling Update for the active scene in editor for every scene that was open
49 Days Ago
Only sort children if it's needed More optimizing I'm not sure that the RENDER_BUFFER_DYNAMIC_VERTEX_FIXED_SIZE size restriction still exists Text rendering use anisotropic
49 Days Ago
Added mid skin materials Added mid head variation Added EyeAO materials
49 Days Ago
Fix RoomManager gizmos Update Sprite Tools Fix Texture.Load issue in ItemComponent Updated Sprite Tools Show Aggro Range gizmo when enemy selected
49 Days Ago
Optimize single non-spritesheet Sprites
49 Days Ago
Switch text shader to use bindless (to see if there are any perf changes)
50 Days Ago
Terrain Materials accept dragged cloud assets
50 Days Ago
Convert the rest of RenderAttributes stuff to use StringToken Move SetRenderState out of the draw loop, called manually
50 Days 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
50 Days Ago
Update ParticleModelRenderer.cs
50 Days Ago
Leaderboard backup, run #12583
50 Days Ago
Fix last particle not processing Add pitch and yaw to particles
50 Days Ago
Another TextureAtlas NRE fix when uninitialized Fixed CellOffset visual display in Spritesheet Importer Fixed Cell Offset in Import process
50 Days Ago
Use Pixel Font for Damage Numbers Increase Map Generation Size with each Floor. Guarantee one item room each floor, adding another every 4 floors
50 Days Ago
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
50 Days Ago
Tick correct session in SceneViewWidget. Fixes occasional `Error calling 'tool.frame' on 'Editor.SceneViewWidget'`
50 Days Ago
More hill cliff progress / improved cliff shapes / scaled cliffs down
50 Days Ago
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
50 Days Ago
Update dirty collider region for heightfield materials
50 Days Ago
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50 Days Ago
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50 Days Ago
Added variable relief sample count based on shader quality level
50 Days Ago
Fixed disp/height map detection in material inspector
50 Days Ago
Codegen
50 Days Ago
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