256,578 Commits over 4,018 Days - 2.66cph!

2 Months Ago
Cancel any active gesture on player disconnect
2 Months Ago
merge from primitive -> aux2
2 Months Ago
merge from primitive_gm -> primitive
2 Months Ago
Fix tech tree buttons returning the wrong tier of tech tree
2 Months Ago
Refactor into `TechTreeData.IsAllowedInEra( era )` to keep logic clear
2 Months Ago
merge from lunar_new_year_2025
2 Months Ago
merge from isolate_Jan_wipe/LNY_merge_release_friendly
2 Months Ago
cherrypicking lunar_new_year_2025
2 Months Ago
Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler
2 Months Ago
Resize vertex cache buffer when out of space
2 Months Ago
Add rotation toggle and face cullmode options in foliage billboard shader. Update all relevant materials which had the old unused _Cull property with the default off.
2 Months Ago
Use remaining bytes in extra shader data to hold base vertex cache offset, add another vertex id lookup buffer relative to meshes vertex buffer size offsets - this allows correct indexing into cached vertices while remaining backwards compatible Compile shaders
2 Months Ago
When running "Populate T0" in tech tree editor tool, ensure that only items that are allowed in the era populate the tech tree
2 Months Ago
Scene backups
2 Months Ago
Leaderboard backup, run #17045
2 Months Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid
2 Months Ago
Merge from cmbrainenabled
2 Months Ago
Merge from cmbrainenabled
2 Months Ago
Fix cmBrainForceDisable convar running in edit mode
2 Months Ago
Merge from main
2 Months Ago
Spawning, initial stats
2 Months Ago
Ensure techtree filters out items that are not allowed in the era - items don't move into the correct location yet but at least you only see items you can craft in the current era Optimize opening tech tree to make it 4x faster - 500ms -> 130ms lag spike - 55MB allocation -> 13MB allocation - initially thought it was above changes causing it but was long standing issue
2 Months Ago
Push for test
2 Months Ago
Scene backups
2 Months Ago
Ram impact interior FX.
2 Months Ago
Merge from primitive
2 Months Ago
Merge from primitive
2 Months Ago
Codegen
2 Months Ago
Merge from primitive
2 Months Ago
Fixed swapping seats blocking the horse Passenger can't send local input to the horse
2 Months Ago
Fixed door skins skin ids
2 Months Ago
Add menu item for "Update Game Manifest (optimized)" to allow you to use the faster generate manifest optimization in the editor (instead of only on the build server)
2 Months Ago
merge from primitive -> primitive_gm
2 Months Ago
Distortion voodoo to fake the rammed wall shaking on impact.
2 Months Ago
Merge from industriallights_skins
2 Months Ago
merge from primitive_gm -> primitive
2 Months Ago
Don't show train tunnel markers inside monuments on the map when underground tunnels is disabled (since they are blocked off with debris)
2 Months Ago
Some tests on changing the catapult boulder for a scatter shot
2 Months Ago
Change reward of shark hunt mission (since it gives out jackhammer but those are loot only now) - 1 icepick + 3 med syringe instead
2 Months Ago
Change reward of "free crates" diving mission in primitive era - used to be pump shotgun, but that's restricted now - instead give 1 combat knife, 1 small backpack, 1 compound bow + 32 arrows
2 Months Ago
Add support for missions to return different rewards in each era
2 Months Ago
Update light skin ids so they don't conflict with primitive
2 Months Ago
Merge from parent
2 Months Ago
Merge from main
2 Months Ago
Remove baked lighting ToolsVis, they're nigh useless for us now, the one we actually use is a near duplicate of Diffuse toolsvis Remove all references to lightmapping combos, they're still available on vertex shader for lightmapping uv input though, PS stubs it out on specialization Start bindless lightmaps & light probe volume Bindless Lightmaps use cbuffer directly for indices instead of setting texture parameters, lightmapping conditionals use constants instead of combos now Bindless Light Probe Volumes Actually bind bindless lightmaps Final adjustments, vertex shaders still use lightmapping combo, take out rest of lightingTerms.vDBG_BakedLighting Spritecard tries to sample lightmaps from vertex shader which isnt what we want, remove dynamic combo rules for lightmaps Bakeresourcehelper which is used on tools has duplicated LPV constants code, make it use same path that's used for bindless Remove BATCH_FLAGS_HAS_BAKED_LIGHTING_FROM_VERTEX_STREAM ( unused ) and BATCH_FLAGS_CONTROLLING_COMBO_CHANGES (bullshit now) Mark bindless lightmaps and LPVs as used, might not be needed but making sure Update shaders with bindless lightmaps
2 Months Ago
merge from primitive
2 Months Ago
Double Clicking a Subgraph Node instantly opens the Subgraph Implemented the file history forward and back buttons when navigating through multiple ShaderGraphs in the same window https://files.facepunch.com/CarsonKompon/2025/January/21_18-29-MidnightblueSandbarshark.mp4
2 Months Ago
Added a dedicated TerrainCollisionProxy collider for the horses
2 Months Ago
Remove BATCH_FLAGS_HAS_BAKED_LIGHTING_FROM_VERTEX_STREAM ( unused ) and BATCH_FLAGS_CONTROLLING_COMBO_CHANGES (bullshit now) Mark bindless lightmaps and LPVs as used, might not be needed but making sure
2 Months Ago
Merge from main