233,527 Commits over 3,775 Days - 2.58cph!

6 Days Ago
Hull collider can be updated without recreating the physics shape Use MakeDirty for model collider
6 Days Ago
Sphere collider can be resized without recreating the physics shape
6 Days Ago
Capsule collider can be resized without recreating the physics shape
6 Days Ago
Add internal functions for updating spheres, capsules and hulls
6 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
6 Days Ago
Plane collider can be resized without recreating the physics shape
6 Days Ago
Move this internal resize attribute to collider so I can make use of it for all the other colliders
6 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
6 Days Ago
Fix hitbox adding box shape twice the size
6 Days Ago
Add Box Gizmo to Hitbox Component
6 Days Ago
Use SRGB texture in text shader
6 Days Ago
Fix calling Update for the active scene in editor for every scene that was open
6 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
6 Days Ago
Added mid skin materials Added mid head variation Added EyeAO materials
6 Days Ago
Fix RoomManager gizmos Update Sprite Tools Fix Texture.Load issue in ItemComponent Updated Sprite Tools Show Aggro Range gizmo when enemy selected
6 Days Ago
Optimize single non-spritesheet Sprites
6 Days Ago
Switch text shader to use bindless (to see if there are any perf changes)
7 Days Ago
Terrain Materials accept dragged cloud assets
7 Days Ago
Convert the rest of RenderAttributes stuff to use StringToken Move SetRenderState out of the draw loop, called manually
7 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
7 Days Ago
Update ParticleModelRenderer.cs
Leaderboard backup, run #12583
7 Days Ago
Fix last particle not processing Add pitch and yaw to particles
7 Days Ago
Another TextureAtlas NRE fix when uninitialized Fixed CellOffset visual display in Spritesheet Importer Fixed Cell Offset in Import process
7 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
7 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
7 Days Ago
Tick correct session in SceneViewWidget. Fixes occasional `Error calling 'tool.frame' on 'Editor.SceneViewWidget'`
7 Days Ago
More hill cliff progress / improved cliff shapes / scaled cliffs down
7 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
7 Days Ago
Update dirty collider region for heightfield materials
7 Days Ago
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7 Days Ago
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7 Days Ago
Added variable relief sample count based on shader quality level
7 Days Ago
Fixed disp/height map detection in material inspector
7 Days Ago
Codegen
7 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
7 Days Ago
wire material setup and thickness
7 Days Ago
Fixed distance early out AO (distance black) ditto Merge branch 'master' of sbox
7 Days Ago
tincanwire mat and materials (need to work out uvs)
7 Days Ago
Hook up File -> Open Scene (Resolve TODO)
7 Days Ago
Radtown S2P
7 Days Ago
Merge from main
7 Days Ago
Various lighting related prefab stuff. Road cone transmission texture.
7 Days Ago
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
7 Days Ago
Add some structure to wolf behaviour code
7 Days Ago
Rollback ENT.PhysicsSolidMask for now
7 Days Ago
Rollback ENT.PhysicsSolidMask for now
7 Days Ago
Wire deployable on the Deployed layers
7 Days Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
7 Days Ago
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