249,443 Commits over 3,959 Days - 2.63cph!

4 Months Ago
Moved RenderBarrierAccessFlags_t & BarrierPipelineStageFlags_t into NativeEngine namespace ditto Emulate D3D12_RESOURCE_STATES Ditto
4 Months Ago
DoF2 Downsample with bias based on depth, cleanup https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
4 Months Ago
Update: Temp logging of geiger counter equip events Tests: local session
4 Months Ago
Optim: defer boxing when calling LogEntry Reduces the overhead of logging a smidge when we won't be emitting any logs due to debug level. Tests: ran local session, logs still there
4 Months Ago
Update: Converting custom combat logs to use LogEntry Tests: local session, checked that collisions generated hurt logs
4 Months Ago
Broke GameModal down into a BasePackageModal that GameModal inherits. Added MapModal which inherits the same thing. Fix Base PackageFilters not preserving tags MapModal ActionBar has option to select game before launching map. Add Map Modal everywhere necessary. MapModal ActionBar queries lobbies properly, getting lobbies across all games
4 Months Ago
Standalone wizard has its own log, shows progress bar https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_ox4GI7O0Iv.png Clean up standalone wizard Don't create downloads folder in standalone Disable error reporter / sentry for standalone
4 Months Ago
Update: minor log format changes to help with searchability By wrapping the category in it'll be easier to do simple searches without hitting popular words (like Spawn) Tests: ran locally
4 Months Ago
Clean: Making frequent logs less spammy in normal detail mode - Bradley velocity report is removed (as it didn't add much value) - Network update logs moved to highest detail level, 3 Otherwise, it floods the output too much, making it hard to parse logs Tests: ran locally, checked logs are less spammy
4 Months Ago
tweaked hatchet cloth settings for better stabilitity - upped damping and constraint iterations
4 Months Ago
Added last of LODs to jungle ruin walls kit.
4 Months Ago
Bugfix: Fix logging name frequently missing a NetID It was possible to generate and cache name too early Tests: local editor session, observed that same game object's identity updated properly
4 Months Ago
Update: When logging emit an instance ID Without it can be hard to aggregate logs per game object Tests: ran in editor
4 Months Ago
Fixed static planter now actually spawns the random selection of plants. Spawn positions are now cached in the editor instead of at runtime
4 Months Ago
Smoke grenade Viewmodel only https://files.facepunch.com/rickgreeve/Photos_38H8mXLTkL.jpg
4 Months Ago
Fixed LoadingOverlay not including Subtitle in BuildHash
4 Months Ago
Fixed Videos now having their icon styling on GameModal Media Fix clicking on GameTiles still opening the Org Modal when on `/games` page Add `GameModal.HasFullPackage`. Show skeletons until full package is loaded.
4 Months Ago
Added a command to generate the grid with custom size and spacing values NRE fixes
4 Months Ago
Added an alternative dryfire rate so that the dryfire animation can be played faster than the fire rate on slow firing weapons Set to 0.2 on the revolver
4 Months Ago
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4 Months Ago
initial pass on burstcloth setup for VM not using VM renderer
4 Months Ago
Fix ToolTips in GameModal Engagement tooltips display on entire entry not just icon. Games with LaunchMode "QuickPlay" will only display the one play button (since both would do the exact same thing)
4 Months Ago
Implement tile art, each layer has a different color
4 Months Ago
Graph editors: align everything to grid https://files.facepunch.com/ziks/2024-09-02/sbox-dev_dBWkMgscnh.png Scene.GetAllComponents() is pure
4 Months Ago
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4 Months Ago
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4 Months Ago
merge from main
4 Months Ago
More work on a built-in copy pasting tool: You can now set two positions to select entities, forming a boundary for precise selection Added a basic set of commands running on your current selection like save, cut, kill, print, cancel (very wip)
4 Months Ago
Added HasBackface to Quad Primitive in Mesh Editor
4 Months Ago
merge from main
4 Months Ago
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4 Months Ago
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4 Months Ago
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4 Months Ago
Add To String (Format) node Facepunch/sbox-issues#6341
4 Months Ago
Fix Facepunch/sbox-issues#6341 Add default implementations for INoiseField.Sample( x, [y] )
4 Months Ago
removed camera offset in viewmodel anims, enabled viewmodel renderer
4 Months Ago
merge from wortld_update_2/dpv_fixes
4 Months Ago
Convert all the awning assets used in outpost to MeshLOD (was using LodGroup)
4 Months Ago
Leaderboard backup, run #13636
4 Months Ago
Merge from world_update_2
4 Months Ago
Merge from waterwell_update
4 Months Ago
Build fix
4 Months Ago
Merge from world_update_2
4 Months Ago
Merge from waterwell_update (for initial playtest)
4 Months Ago
Fixed NPC shopkeeper not respawning
4 Months Ago
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4 Months Ago
Manually reimplemented the vending machine changes on this branch
4 Months Ago
Allow a bigger range of angles before considering a wagon collision to be a side hit. Fixes not being able to push wagons that are parked on relatively tight corners
4 Months Ago
Fixed pushed wagons tending to zoom away when a heavy locomotive pushed them. Now limiting the velocity change based on the speed of the closest colliding train.
4 Months Ago
Merge from parent (many merge issues, will need some fixing)