248,610 Commits over 3,928 Days - 2.64cph!

6 Months Ago
Simplify scene ref gizmos, fix leak when closing scene
6 Months Ago
block middle
6 Months Ago
Fix shaky pinch zoom Fix map position changing at the end of a pinch zoom Possible fix for crash when removing cameras/devices Few small fixes trying to get the map markers to stop shifting around Maybe fix map markers shifting around? Revert "Maybe fix map markers shifting around?" This reverts commit 07139186a869d2c5118eb4617cca0a10d984efd7. Probably actually fix markers shifting around Merge branch 'master' into release
6 Months Ago
Revert "Maybe fix map markers shifting around?" This reverts commit 07139186a869d2c5118eb4617cca0a10d984efd7. Probably actually fix markers shifting around
6 Months Ago
Moved turrets closer to the vendor centre
6 Months Ago
Added random engine backfires
6 Months Ago
Maybe fix map markers shifting around?
6 Months Ago
Add BindingSurface.Node
6 Months Ago
6 Months Ago
Tweaked acceleration reduction when taking damage
6 Months Ago
Few small fixes trying to get the map markers to stop shifting around
6 Months Ago
Removed AmbientLightLOD components from the search light, fixing spotlight intensity issues
6 Months Ago
Finished Shop and it's functionality. Can purchase new weapons from the shop with earned coins.
6 Months Ago
Fix some files (.razor) not opening in code editor from compile status window
6 Months Ago
Hotload: Skip some System.Text.Json types
6 Months Ago
Check if sound handle is valid
6 Months Ago
Scene might be null - store pawn in var
6 Months Ago
Hopefully fix compile error
6 Months Ago
Body might be null, component list might be null
6 Months Ago
Add more ? everywhere
6 Months Ago
Gamemode cvars: Added "replicate" field If set to 0, removes REPLICATED flag from gamemode cvars Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons Fixed util.DecalMaterial to actually work TTT: Updated localization files (Community Contribution) Fixed vrad not writing light flags to the BSP Fixes "Cast entity shadows" option in Hammer to not working. Also added info to the hammer option about how to properly make it work. Fixed DNumSlider reset to default via MMB not functioning correctly Entity.GetBodyGroups returns "empty" for submodels with no meshes Added Entity.GetFlexType ( id ) = string Returns model defined flex controller "type" or the group Added Color:Lerp( target, frac ) Small changes * Fix DForm description * DNumSlider.SetEnabled also affects its DLabel * Finger poser and Faceposer correctly rebuilds UI on loss of entity * DLabel.SetDark disables SetBright, and vice versa * DLabel.SetHighlight always overrides SetDark AND SetBright Added string.NiceName & use it for bodygroup names It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function. IMaterial:GetColor returns an actual Color Disabled DLabel has faded out colors Fixed file.AsyncRead erroring after Lua shutdown Faceposer flex groups The groups are defined by the models themselves. https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg Fixed nextbot deaths counting twice for npc_maker Restore game_text rendering same text channel multiple time Block "Miscellaneous Symbols and Arrows" unicode block in server browser Free font materials & textures on disconnect Change default of gmod_uncache_test to -2 I need to verify the changelevel crashes are caused by this. Fix game_text crashes fix compile error Move "Model X has mismatching model version" to -verbose (vbsp.exe) Temporarily partially disable "CBoneAccessor invalid bone id" warnings For cases with error models
6 Months Ago
Remove more debug logs Bugs only drop coins on death, not on deletion Player Coins Add to coin count on bug death Fix segment order on InspectorPanel Don't consume pebble HitCount when hitting an already hit cell Added Cost to WeaponResource More coin drop fixes Created ShopPanel and button to open Shop AttackingInput does nothing when in Shop Added Weak Rock Weapon
6 Months Ago
Only do CameraController.SetActive when we need to, fixes #149
6 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. Bump severity of mat_hdr_level problem (HDR being disabled) debug_dump: Separate Lua and non-Lua cvars Block voice_overdrivefadetime Add light pos to some vrad warnings * light has _fifty_percent_distance of X but _zero_percent_distance of Y * can't solve quadratic for light X Y Fixed crashes relating to Entity.FollowBone Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255) Add more info to "gamemode is not a table" error Rework how movement is disabled when player is dead with movetype_walk Block all .log files Destroy font texture IDs on frame start, not during rendering Block file access to ChromiumCache, whatever that is Fixed a crash when an NPC sees more than 255 enemies
6 Months Ago
Do Reverse-Z worldtoshadow in lightbinner rather than in shader code, makes existing old shaders have proper shadows with just our compatibility mode https://files.facepunch.com/sam/1b0211b1/kzfuxUK73z.png
6 Months Ago
w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
6 Months Ago
Dictionary control widgets can't be edited when readonly
6 Months Ago
Added side turrets to the vendor
6 Months Ago
Move "Model X has mismatching model version" to -verbose (vbsp.exe) Temporarily partially disable "CBoneAccessor invalid bone id" warnings For cases with error models
6 Months Ago
reduced max tick rate on cloth
6 Months Ago
re-organising scene into appropriate groups re-organising radhouse large prefab
6 Months Ago
Allow model inspector to preview animations https://files.facepunch.com/layla/1b0211b1/sbox-dev_fdrQka7PNG.mp4
6 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 Reverse-Z Compatibility: Serialize depth stencil state version and reverse the depth comparison of old shaders Update shaders with stencil state versioning https://files.facepunch.com/sam/1b2111b1/ZCuq7swn9v.png Shaders with reverse-z and IBL
6 Months Ago
updated test scene
6 Months Ago
simplifying burst cloth in prep for separation as jiggle-only solution - position based dynamics, with hard rotation constraints - configurable relaxation factors to allow for artist control over bounciness of constraints
6 Months Ago
Added a toxic pool water surface toxic pool material
6 Months Ago
Remove dead link from user profiles
6 Months Ago
Vendor attacker is not marked as hostile
6 Months Ago
Wired headlights and spotlights to TOD
6 Months Ago
Fix cubes_actions test name
6 Months Ago
Add cubes_actions.scene Each cube uses an action to change color every update
6 Months Ago
Fixed out of stock being displayed briefly inside vendor. Also fixes being unable to buy from the machine whilst someone else is buying at the same time
6 Months Ago
Fix OnComponentUpdate / OnComponentFixedUpdate not running
6 Months Ago
Placeholder sounds for smokes - added ability for SoundEmitter to specify volume over time and also Destroy On Finish (def: true)
6 Months Ago
Fixed Facepunch/sbox-issues#5752
6 Months Ago
Remove CPU debug log Mantis -> Dragonfly Update Thumbnails & Thumbnail Generation
6 Months Ago
Underwater divesites ABC base setup Unity scene setup with S2P groups
6 Months Ago
Merge main -> travelling_vendor
6 Months Ago
Add support for optional extensions, e.g. XR_EXT_hand_tracking
6 Months Ago
Initial VR scene for main menu https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png Remap worldpanel depth correctly, fixes depth issues Treat worldpanels as layers Render VR menu at 4k, scale down to fit Basic VR world input component, menu works properly https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4 Update Facepunch.XR to 92bea5f Provide poses for Facepunch.XR submit, prevents jittery and spongey tracking Line hands up better in VR menu scene Quick little test map just so I'm not staring at an orange texture Init package string table before loading menu Main menu panel has background if running in VR Update map, add references (ideally we should be shipping these with the game, but this is easier to iterate with) Update Facepunch.XR to 8839c8e Remove unused InputSource and InputSourceHandle properties on TrackedDevice Make headset a tracked object, means it can appear in Input.VR.TrackedObjects & matches controllers Changes the API without breaking it, e.g.: `var headTransform = Input.VR.Head;` becomes: `var headTransform = Input.VR.HMD.Transform;`