248,704 Commits over 3,959 Days - 2.62cph!

4 Years Ago
Use colors specified in the day_night_cycle entity from the map
4 Years Ago
Use as low a resolution as possible for the fog for better performance now that it is antialiased
4 Years Ago
Added rts_kill test command to kill selected units. Updated fog methods to use new ones by Sam.
4 Years Ago
Test
4 Years Ago
Antialiased fog
4 Years Ago
fix nightmare intro curse in co-op fix octopus spiral bullet being doubled tweaked mech explosive pixels added cantBeDelayed to some Waits
4 Years Ago
Updated Countryside Map Lighting adjustments Map Clean Up Merge branch 'master' of sbox-rts
4 Years Ago
Potentially better positioning of the sun
4 Years Ago
Day Night Cycle experiment
4 Years Ago
Merge from voiceprops/dlc
4 Years Ago
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4 Years Ago
Fix SkyColor too
4 Years Ago
Merge from voiceprops/dlc
4 Years Ago
Added a voice props volume slider (affects boom boxes and recorded cassettes)
4 Years Ago
Fix CLightComponent::GetColor by returning uint instead of color structure (should look more into why returning Color32 is crashing)
4 Years Ago
WIP updating CSS parser to handle gradient stop points Gradient stop points working on effects UI test page now
4 Years Ago
Ensure BaseEntity exists on BoomBox when changing flags
4 Years Ago
Ditch the unreliable flocker and use a simpler algorithm to slow down units that are too close to others Merge branch 'master' of sbox-rts
4 Years Ago
Add skin material groups to dress.kneelength
4 Years Ago
fix shirt_shortsleeve.orange skin
4 Years Ago
Updated Vehicles Simplified vehicles Removed clutter
4 Years Ago
Add skin material groups to shorts.cargo
4 Years Ago
Updated all buildings with new placeholders
4 Years Ago
Temporarily disabled flocking behaviour as it refuses to respect the flow field. Made optimizations to flow field calculation speed. Removed asynchronous generation of static collisions for now.
4 Years Ago
Test Priority Queue
4 Years Ago
test Merge branch 'master' of sbox-rts Merge branch 'master' of sbox-rts
4 Years Ago
Updated buildings + cleanup Replaced buildings with simplified ones Cleaned up old assets Merge branch 'master' of sbox-rts
4 Years Ago
hunter string tweak Merge branch 'master' of SpaceUsurperUnity Fixed possible NRE when attempting a level from a replay turn off pestilence parallax Fixed cases where OnLifetimeFinished callback is called incorrectly Added cantBeDelayed bool to FsmWaitAction Make sure that laser prison spawn can't be delayed after its warning Fixed CoreGraphic not using layer offset when first spawned Merge branch 'master' of SpaceUsurperUnity changed laser scope pattern targeting fixed trench plantGun respawning and nightmare trench gun colors dmg floater for nightmare fuse storm Use an ECB to spawn damage floaters Defer spawning ECS bullets to the end of the frame where possible Don't repel strictly visual ECS bullets Fixed case where bullets supporting ECS wouldn't spawn when unbaked Fixed depth bullet depth sorting being reversed changed powerup icon colors Fixed Switch development builds Merge remote-tracking branch 'origin/switch-benchmark' into switch-benchmark Fixed FPS display toggle on Switch Merge branch 'switch-benchmark' Use marker components in BulletSystem queries PlayerLoopProfiling fixes Merge remote-tracking branch 'origin/master' into switch-benchmark
4 Years Ago
Use marker components in BulletSystem queries PlayerLoopProfiling fixes
4 Years Ago
merge from main
4 Years Ago
Larger, milder noise for the radiation effect until we get the proper noise effect in. Various tweaks to arid & temp biome grading for blue cast mitigation in the shade. Small sky dome tweaks for the above.
4 Years Ago
Fixed possible crash in PerformanceStats.Write() Updated perf-stats-plot.py to read new format Updated perf-stats-plot.py Added summary-plot.py Fixed argument parsing in perf-stats-plot.py Performance stat rewrite, profile player loop again New perf stats category list Updated perf-stats-plot.py to work with frameBatchSize Merge branch 'switch-benchmark'
4 Years Ago
Added PathResult to determine whether a path could be calculated
4 Years Ago
Use the new DoorHelper helper for ent_door
4 Years Ago
Added doorhelper() FGD helper Adds [Hammer.DoorHelper( ... )] Revert changes to drawangles() https://files.facepunch.com/rubat/1b0211b1/pm4zlM2XH7.png
4 Years Ago
Hurt overlay vignette fix
4 Years Ago
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4 Years Ago
Possible fix for the hurt overlay being excessively blinding at certain facing and lighting conditions
4 Years Ago
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4 Years Ago
Remove corridor tubes that don't lead to any rooms
4 Years Ago
Oops, commit this material
4 Years Ago
Added placeholder boxes so people know these buildings models are temporary
4 Years Ago
Increased probability of tube pieces to stretch out underwater labs a bit more
4 Years Ago
Fixed Fog Manager
4 Years Ago
Temporarily remove Recoil on the Tank until its done by the animation graph
4 Years Ago
Added fully functional tank unit and updated Weapon to support a bunch of new stuff.
4 Years Ago
ModelDoc: Add PhysicsShapeCylinder https://files.facepunch.com/layla/1b0211b1/sbox_VKtNHzD2qc.png
4 Years Ago
Cleaned up, fixed transforms not applying
4 Years Ago
Fix material editor crash when shader is fucked Fix shader compiling to wrong folder Fix shader .ini file wrong folder Added Render.Clear() Render backdrop filters on their own, before the main panel Merge branch 'master' of sbox
4 Years Ago
Moving backdrop filter, backdrop blur into their own shaders Merge branch 'master' of sbox-game