248,584 Commits over 3,928 Days - 2.64cph!

6 Months Ago
merge from monitor_looping_gesture_fix
6 Months Ago
merge from roadside_electrical_lodding
6 Months Ago
Potential fix for potential unlock UI bug.
6 Months Ago
merge from hood_and_cuffs/IsMapBlockedByHood_nre_fix
6 Months Ago
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6 Months Ago
When adding an input action, add it to the final group, not "Other", less annoying
6 Months Ago
Hill cliffs progress Rescaled details on coastal cliffs Materials tweaks File cleanup
6 Months Ago
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6 Months Ago
Don't need this shit now
6 Months Ago
skin approval
6 Months Ago
merge from main
6 Months Ago
Detangle all this from Cubemapper, make it able to render inline rather than on a render block Redo update strategies from envmapprobe, much simpler, works everywhere now
6 Months Ago
MapInterface.IsMapBlockedByHood sentry NRE probable fix
6 Months Ago
merge from retroTC_NRE_fix
6 Months Ago
Fix player angles serverside while in vehicle not matching client Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence.
6 Months Ago
Fix Depth::GetWorldPosition dividing by zero on skyboxes, pass epsilon to it use Depth::GetWorldPosition on Motion Blur, fix darkening/overbrightening of it based on sample count
6 Months Ago
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6 Months Ago
player update. exported sks anim set
6 Months Ago
Allow dropping weapons in retakes Instant defuse for retakes if safe Don't occlude C4 beep
6 Months Ago
Try to fix GitHub screwing us over
6 Months Ago
Added versions of ghost sheet and dracula cape without burst cloth rig Added proxy cape models
6 Months Ago
Merge hlmv crash fixes from CS:GO Related to high poly models and the debug rendering modes Remove gmod_xp.exe from the build process It's time to bury it Fix? flex bone drivers in-game Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE Added a new option to HLMV Flex tab for $boneflexdriver preview It will move Flex sliders live as the animation plays
6 Months Ago
Fix retakes loadouts, and add a few more
6 Months Ago
merge from main - RC
6 Months Ago
Fixed cl_steps having its minimum changed from 32 to 16 and defaulting to 16 on the server, then sending that to the client
6 Months Ago
Remove VR suffixes from enums Split Input.Vr.cs out into separate files within a VR folder
6 Months Ago
Add color picker to settings https://files.facepunch.com/tony/1b0411b1/sbox-dev_IpkQOc3g5h.png
6 Months Ago
Don't try to compile shaders that have missing source files
6 Months Ago
Update menu scene Hand tracking elements Pull velocity up into TrackedObject, calculate manually Move input related enums into their own files VRController -> TrackedController Remove TrackedControllerType, HMDType - not supported by OpenXR VR anchor sets Input.VR.Scale based on transform scale (so that IPD matches) Remove `Finger`, `FingerValue` already exists
6 Months Ago
radtown redux S2P
6 Months Ago
set dressing progress backup
6 Months Ago
various material tweaks
6 Months Ago
static (unusable) version of the car lift various material tweaks
6 Months Ago
Add ListControlWidget handle context menu with duplicate option
6 Months Ago
Reverse Z (#1581) Every other modern engine uses a reversed depth buffer, Unity DX11+ UE4+ Godot It brings a massive improvement to depth buffer precision helping to prevent z-fighting and other depth precision issues. Source 2 has always had support for it but was not forced because of DX9. We should have turned this on long ago and will have to rip the band aid off at some point. It will break peoples custom shaders. The other ways their shaders would break that I'm unsure if we could provide compatability are rare: Interact with the depth buffer directly or through Depth::Get etc. Perform operations in clip space like gizmo_grid.shader does. I don't see why we'd ever change clip space direction again after this.
6 Months Ago
Setup for all weapon rack types. Pegs.
6 Months Ago
Readme cleanup
6 Months Ago
Bloom2 WIP Work in progress C# component Bloom.
6 Months Ago
Process particles in a GameSystem, all at the same time, to benefit from multithreading DynamicSceneObject can take vertex span instead of one at a time Fix NRE in Collider.RebuildImmediately Fix SoundEvent.GetNextSound random not using the full range of sounds GameObjectSystem metrics Look for eligible types in ResourceControlWidget, so it works with inherited types (resolves Facepunch/sbox-issues#5609) https://files.facepunch.com/tony/1b0211b1/sbox-dev_YJS6hP69DC.png Start pending components before physics step - fixes physics step running before joints are created ByteStream Rewrite (#1610) * Added failing ByteStream stress test * Rewrite ByteStream to use Span / ReadOnlySpan where possible Add basic support for using right CTRL/SHIFT keys for input actions, I didn't include RALT because my keyboard doesn't seem to work with it (resolves Facepunch/sbox-issues#5506) Update Facepunch.ActionGraphs * Optimization when cloning * Nicer error messages with invalid pure methods (Facepunch/sbox-issues#5743) Fixed Facepunch/sbox-issues#5752 Fix OnComponentUpdate / OnComponentFixedUpdate not running Allow model inspector to preview animations https://files.facepunch.com/layla/1b0211b1/sbox-dev_fdrQka7PNG.mp4 Dictionary control widgets can't be edited when readonly Hotload: Skip some System.Text.Json types Fix some files (.razor) not opening in code editor from compile status window Simplify scene ref gizmos, fix leak when closing scene Terrain can import splatmap from png, tga, jpg, psd Remove SceneFile.LastSaved, use existing hash check to check for external changes for scenes, much cleaner Add algorithmVersion to vtex crc if GGXCubeMapBlur Increment sky shader version, forces material rebuild, which forces a texture rebuild Restore Toggle Gizmos shortcut (not sure if this was done on purpose) Fix incorrect min max for int AnimParam Add option names to enum AnimParam Package.Type.Gamemode becomes Package.Type.Game Can publish any asset, scene + prefab previewers Published assets can optionally include source files Fix Warnings Fix GetParameterInt and GetParameterFloat not working for ANIMPARAM_ENUM Preview animgraph parameters on model preview https://files.facepunch.com/layla/1b0311b1/sbox-dev_orVYPmENxI.mp4 Make sure any scene light properties ask native for their value so they can never go out of sync Add binds we'll need for sceneobject serialization Bind light desc so we can create a light directly from desc Merge branch 'master' into reverse-z
6 Months Ago
Revert changes to sky.shader now that g_flFarPlane has the correct value in reverse-z
6 Months Ago
Generator mesh normal fix
6 Months Ago
Add Page.SubFooter, clean up some footers on pages
6 Months Ago
Fixed origin/attachment materials Created sprite_sheet_grid which draws over the spritesheet import preview
6 Months Ago
Import Settings Groups Importer window shows importing image Remove unused shaders and renamed main shader & material to "sprite_2d" Spritesheet Importer Overlay Buttons Fixed transparency issues with spritesheet importer
6 Months Ago
set dressing progress backup
6 Months Ago
manifest update (so residential door displays correctly
6 Months Ago
Show team displays regardless of player count
6 Months Ago
Pass wallbang as a damage flag, push it through to kill feed https://files.facepunch.com/tony/1b0411b1/sbox-dev_224Vwb4IPj.png Track air shots as well
6 Months Ago
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6 Months Ago
Fixed retro toolcupboard NRE introduced by 100365