251,220 Commits over 3,959 Days - 2.64cph!

3 Years Ago
FPArms: added raise/deploy anim for punching, updated right hit 01
3 Years Ago
Rename m_SboxCleanupFilterCallback Remove duplicate code
3 Years Ago
#define LIGHTMAP_QUERIES Cleanup Fixed everything defining its own RenderAttributes accessors, fixed Compute sharing main render pipeline's attributes
3 Years Ago
East river fixes for new splats
3 Years Ago
Community voted against the Physics. namespace
3 Years Ago
East splatting progress
3 Years Ago
Fix comments pointing to old physics classes IRenderContext to engine, removed ConstantBuffer stuff from gameglue - avoided AllocHGlobal Setup Global.PhysicsWorld properly
3 Years Ago
Exposed hotload skip attrib and callback interfaces Deleted empty INotice.cs Added cl_hotload_log and sv_hotload_log console vars Fixed possible NRE when setting up console vars SkipHotloadAttribute now supports properties Fixed hotload test assemblies having wrong package ID Replaced hotload callback interfaces with IHotloadManaged Destroyed() returns a state dictionary that is passed to Created() in the new instance Don't let Hotload see some sensitive fields IHotloadManaged.Destroyed() now passes in a dictionary ready for use
3 Years Ago
Updated checkpoint hammer helper
3 Years Ago
Fresh start on wooden gaps
3 Years Ago
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3 Years Ago
New handle system, move physics to engine, delete IManagedContext, EngineVersion++ Exit properly if there were problems with the assembly Removing obsolete stuff Move ELightShadowMode to engine Handle fixes
3 Years Ago
new wheely bin files and prefab
3 Years Ago
trash bin source files
3 Years Ago
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3 Years Ago
Initial resolution scaler Cleanup resolution rescaler Recompile passthrough shader Merge pull request #172 from Facepunch/internal-res Preliminary internal resolution scaling
3 Years Ago
Exposed hotload skip attrib and callback interfaces Deleted empty INotice.cs Added cl_hotload_log and sv_hotload_log console vars Fixed possible NRE when setting up console vars SkipHotloadAttribute now supports properties Fixed hotload test assemblies having wrong package ID Replaced hotload callback interfaces with IHotloadManaged Destroyed() returns a state dictionary that is passed to Created() in the new instance Don't let Hotload see some sensitive fields IHotloadManaged.Destroyed() now passes in a dictionary ready for use
3 Years Ago
Recompile passthrough shader
3 Years Ago
Cleanup resolution rescaler
3 Years Ago
Initial resolution scaler
3 Years Ago
Updated Citizen blendshapes. Updated Citizen AO now you can sometimes see the inner lip TreeNodes support context menus, added context menus to asset browser folders Create in folder options Loading screen can access game/map packages Don't let Hotload see some sensitive fields Add Label.Indent, Label.Margin, Label.Alignment Add AssetType.Icon128 Add Widget.ReadOnly Add OneWayBind Added Asset.Compile() Asset Inspector basics Fixed ArgDelegate.FromInterop ignoring the second argument for native code Fixed obsolete warning in AnimEntity Stubbed out QBrush and QPen so we don't actually use them Rename CDataModel to CManagedDataModel because it's creating confusing conflicts Added SceneWidget Fixed selfillum bleeding on studio light projector Animgraph: Allow zooming while dragging a connection Make IgnoreAssetDirectory more robust so it doesn't ignore folders like "objects" because it has "obj" in the string true & false are now valid values for convars Add ability to toggle SDF reflections in the settings menu Add ability to toggle SDF reflections in the settings menu Rebuild sbox_glass, recompile glass material updated prefab, textures/materials updated door prefabs, added nav blocker to some existing breakable (created new ones), added parameter to cctv/projector prefab glass material/texture pass added pebble alpha trim fixed normal on riverbed texture Use a better cvar name for reflections Add video setting for water ripples GameTask.CompletedTask and GameTask.FromResult<T> Add generic return type to GameTask.FromResult Hammer: Add zooming and panning to fast texture tool so it's a bit more usable https://files.facepunch.com/layla/1b1211b1/sbox_TQOriGr5yY.mp4 Hammer: Experimental support for baking tilemeshes when exporting selected object to model https://files.facepunch.com/layla/1b1311b1/sbox_TgbMC0BNya.mp4 Set additive blending feature to be in the correct section, allow features.minimal to be compiled again model/ prefab update for breakable/navblock Move from invscale to scale
3 Years Ago
ok lets try this
3 Years Ago
Send all the things
3 Years Ago
Just set it to /texture/ maybe?
3 Years Ago
Set resource paths
3 Years Ago
Build the collision shape on the client again
3 Years Ago
No need for async here
3 Years Ago
Added Map.BuildCollisionInThread and set to true
3 Years Ago
Started work on dynamic chunk loading/unloading Implemented ChunkViewer Update TorchLight / SunLight in the full update thread and use ConcurrentQueue Only send chunks that have completed their first full update Added ChunkGenerator class. Added PerlinChunkGenerator class. Added Map.IsInfinite and Map.SetMaxSize. Implemented SetMaxSize properly. Set it to 256, 256, 128 as it was before to test Merge pull request #4 from Facepunch/stream Stream
3 Years Ago
Added ChunkGenerator class. Added PerlinChunkGenerator class. Added Map.IsInfinite and Map.SetMaxSize. Implemented SetMaxSize properly. Set it to 256, 256, 128 as it was before to test
3 Years Ago
Foam texturing improvements
3 Years Ago
Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas
3 Years Ago
Only send chunks that have completed their first full update
3 Years Ago
Update TorchLight / SunLight in the full update thread and use ConcurrentQueue
3 Years Ago
Implemented ChunkViewer
3 Years Ago
Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side
3 Years Ago
Started work on dynamic chunk loading/unloading
3 Years Ago
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3 Years Ago
Minor wording clarity edit
3 Years Ago
Show a magnet crane controls game tip each time a player mounts it.
3 Years Ago
Magnet crane uses 25% less fuel at full throttle if not holding anything. So, Idle: 4/min Full throttle empty: 15/min Full throttle loaded: 20/min Original behaviour, always 20/min.
3 Years Ago
Magnet crane now uses 80% less fuel (20% as much fuel) at idle. Uses existing amount of fuel at full throttle. Should allow more learning the controls without rapidly burning through fuel.
3 Years Ago
Rearranged Magnet Crane code into Base/Client/Server files.
3 Years Ago
Moved MagnetCrane code files to the code area of the project
3 Years Ago
Re-enabled bump animation, no improvements to the code yet.
3 Years Ago
Fixed snowmobile water sloshing sound when initially spawned outside of player range
3 Years Ago
Snowmobile engine audio now correctly takes the spin slip calculation into account. Enables more "Petur-style" RPM when attempting to climb hills etc.
3 Years Ago
Merge Main -> Snowmobile
3 Years Ago
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3 Years Ago
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