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

3 Months Ago
Fixed rear wheels not moving Fixed indicators Vendor now destroys road signs that it comes in contact with
3 Months Ago
a start on set dressing the storage warehouse.
3 Months Ago
Adjusted wheel collider values. Appears to be more stable overall
3 Months Ago
Generate AssemblyDefinitions
3 Months Ago
Added cuffs specific wounded anim, hooked up in override controller
3 Months Ago
tdm map Further adjustments to the layout and design Merge branch 'main' of sbox-hc1
3 Months Ago
Dont force network update every fixed update. Seems to provide better results at first glance
3 Months Ago
Merge from force_mount
3 Months Ago
Move "Invalid model scale" warning to PhysObj creation Fixed warnings about bone access on player death Fixed case where particle materials would end up with artificial refcount Free font textures/materials when registering new fonts This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating.
3 Months Ago
Client now eliminates unsuitable mountables for force mount radial menu show check.
3 Months Ago
Component editor Added type definition records Property, Method emitting Emit events WIP generate AssemblyDefinitions
3 Months Ago
Default ambient color on SceneThumbnails Add padding to buffer Fix IBL not applying to transmissive
3 Months Ago
Merge from main
3 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders Fix r_depth_debug Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it https://files.facepunch.com/sam/1b0711b1/tt3.png Readjust depth bias on debug shaders for reverse depth Fix shadow in reversed depth https://files.facepunch.com/sam/1b0711b1/tt2.png Adjust depth bias for gizmo shaders for the increased depth precision Tiled light culling with reverse-z SSR with inverted z ( Way more stable ) Fix (3D) Skybox with inverse depth range Fix SSR backtracing on reverse depth Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner DoF with reverse depth Shaders for reverse depth Fix glass and decal overlays depth bias Shaders with depth bias fixes Add shadow depth bias on matrix Compile UI shaders for inverse depth Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean Fix SSR backtracing and confidence check ( and Depth::GetLinear() ) https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png Update shaders
3 Months Ago
Update Zio to 0.18.1 Fixes Facepunch/sbox-issues#5683
3 Months Ago
Distance & LOS checks
3 Months Ago
handcuffs 3p animations updated
3 Months Ago
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3 Months Ago
Fix load/delete window layout menus being swapped around (lol)
3 Months Ago
Default ambient color on SceneThumbnails Null checks on Scene.AmbientLightColor AmbientLight component is killed, update Obsolete documentation Add padding to buffer Fix IBL not applying to transmissive
3 Months Ago
Failing test for watching a SubFileSystem involving case sensitivity Watcher events get silently discarded if all conditions are met: * SubFileSystem was created with incorrect case * Changed file path includes a ~ * Any segment of changed file path is short enough to possibly be a SFN Avoid calling Path.GetFullPath for already-rooted paths Fixes TestSubFileSystem.TestWatcherCaseSensitive Use a ManualResetEvent in TestSubFileSystem.TestWatcherCaseSensitive A bit friendlier for CI runners Refactor FileSystemWatcher tests to use ManualResetEvent As requested in xoofx/zio/pull/92#discussion_r1648812981 Merge pull request #92 from Facepunch/fix/sub-watcher-case-sensitive Fix SubFileSystem watcher (sometimes) silently discarding events Merge pull request #93 from Facepunch/fix/watcher-test-wait-handles Refactor FileSystemWatcher tests to use ManualResetEvent
3 Months Ago
Prioritise potential mount targets by distancer
3 Months Ago
Redirect mount requests to any vehicle-parent when force mounting a player. Horse mount logic for restrained players to match vehicles (passenger only, never driver)
3 Months Ago
Refactor FileSystemWatcher tests to use ManualResetEvent As requested in xoofx/zio/pull/92#discussion_r1648812981
3 Months Ago
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3 Months Ago
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3 Months Ago
raccoon fix ui, microwave AfterCardMoved event rock bear detective crystal ball snake rose bell
3 Months Ago
Fixed RF receiver gibs scale
3 Months Ago
merge from searchlight_fixes2
3 Months Ago
Fixed vending machine screens not showing anything
3 Months Ago
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3 Months Ago
Remove AmbientLight component, just pass to scene, make it a property
3 Months Ago
Handbrake system to help prevent tipping over when first spawned Swapped collider checks from vis.colliders to overlapspherenonalloc to try and pick up electric poles Better error messages for when the vendor doesnt spawn
3 Months Ago
Use proper 0-1 input for move_bob instead of 0-100
3 Months Ago
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3 Months Ago
Story UI Interact Input Handle and display level correctly on world panel Prefabs
3 Months Ago
More wip
3 Months Ago
Fixed missing override on server build
3 Months Ago
merge from main
3 Months Ago
Fixed some IO prefabs missing their main power slot input
3 Months Ago
Only check the IO prefabs that need a main power slot
3 Months Ago
Codegen VehicleChassisVisuals work around
3 Months Ago
Initial work on force mounting restrained players
3 Months Ago
ocean wreck buoy blockout yeeeeeaaaah buuooooy
3 Months Ago
Fixed some more compile warnings Bump game_text max duration to 1 hour Block scriptenforcer.net as it's being abused now Default "skill" to 2 (normal) Fixed a crash to do with soundscapes after map cleanup Fix "skill" cvar affecting non NPC damage to player Merge scripts/talker/* with episodes Fixed gamemode resetting after playing and leaving Sandbox, and starting a new server on a different gamemode Let's try adding a Discord webhook on build finish Move notification step to deploy job, propagate to other branches as well Gravity Gun doesn't delete Physics Objects it didn't create Give debug name to physics objects created via Lua & models scaling For Lua functions, will be the function name that created it, for scaled physics objects - model name + scale Fixed NPCs spawning sprites sometimes causing artificial refs on the material Hammer support for sent_ball To serve as another example of Lua entity in Hammer
3 Months Ago
Use a ManualResetEvent in TestSubFileSystem.TestWatcherCaseSensitive A bit friendlier for CI runners
3 Months Ago
added 12g shell eject for Spaghelli needs work still
3 Months Ago
added 12g_eject might need cleanup
3 Months Ago
Add some missing game setup components to fps_testing scene Reduce gap between chat entries
3 Months Ago
Added an editor test checking that all player IO prefabs have a main power slot input