248,631 Commits over 3,928 Days - 2.64cph!

2 Months Ago
Protect against processing the same physics intersection event multiple times
2 Months Ago
Leaderboard backup, run #14885
2 Months Ago
Map Updates - Boxes and Barrels
2 Months Ago
Apply particle rotation to object alignment mode https://files.facepunch.com/layla/1b2411b1/sbox-dev_Sgw55NzeQF.mp4
2 Months Ago
Ensure positive zero when doing ValueToString on float controls
2 Months Ago
Parent merge
2 Months Ago
Prefab backup
2 Months Ago
prevent index out of range exception
2 Months Ago
2 Months Ago
Parent merge
2 Months Ago
LODStripper update
2 Months Ago
Parent merge
2 Months Ago
Add BillboardAlignment.Object to ParticleSpriteRenderer to align particles to game object rotation https://files.facepunch.com/layla/1b2411b1/sbox-dev_wPXQU0YbTa.mp4
2 Months Ago
add vertex paint to edge
2 Months Ago
Slight renaming of button labels on PoseTools
2 Months Ago
Codegen
2 Months Ago
Merge from main
2 Months Ago
Toggle Time action Camera ignore swingable Tongue ui Test level
2 Months Ago
Add transform widget back to prefab object inspector
2 Months Ago
AddHookAfterTranslucent > AddHookAfterDepthPrepass
2 Months Ago
Don't remove sensor contacts when changing body type, fixes triggers entering without leaving when toggling motion type while inside a trigger
2 Months Ago
Exit tongue state when target is disabled
2 Months Ago
Clothing Updates
2 Months Ago
Undo changes to m_OverrideSubMaterials
2 Months Ago
Added CameraPull to TongueTarget
2 Months Ago
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
2 Months Ago
- 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
2 Months Ago
fix issue with tutorial welcome screen not showing, wip welcome screen styling
2 Months Ago
stage 1c - tongue test
2 Months Ago
Gib Unicycle
2 Months Ago
Better ragdoll
2 Months Ago
Composite AO to pipeline rather than blitting, cleanup
2 Months Ago
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)
2 Months Ago
delete missing prefabs from tutorial map
2 Months Ago
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
2 Months Ago
Add vpk
2 Months Ago
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 🫡 )
2 Months Ago
Add Motion.hlsl for motion vectors Add generic TAA filter to Motion.hlsl
2 Months Ago
Tongue Improvements, much more responsive while still being physics based
2 Months Ago
Hammer GameObject Scene (You'll need to compile)
2 Months Ago
Commiting prototype instanced rendering that piggybacks off normal CPU batching system - hooks into normal batching system - uses normal occlusion culling system - instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered - uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame - currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers - convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
2 Months Ago
Shadergraph: Get rid of DynamicComboRule( Allow0( D_COMPRESSED_NORMALS_AND_TANGENTS ) )
2 Months Ago
Switched ballista mounted anim to standing Added placeholder hand IK (looks painful)
2 Months Ago
leandisplay color
2 Months Ago
Wildlife hazards can now also inflict basic damage when a hazard is failed. Setup snake bite damage.
2 Months Ago
adjust leandisplay colors
2 Months Ago
Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
2 Months Ago
viewmodel - ammo state/ choosing correct reload states
2 Months Ago
more towing strength adjustment
2 Months Ago
Close CollectionList popup after toggling a collection for now