244,323 Commits over 3,898 Days - 2.61cph!

Today
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Today
Persistence
Yesterday
format time better
Yesterday
Basic leaderboard + reset button
Yesterday
Main Menu wip
Yesterday
Restore minimal scene Improve death effect Gizmo icon Spikes
Yesterday
Added footstep events/sounds, player jump/land sound, ambience, and dsp filter
Yesterday
[REVIEW, DONT MERGE?] Cupertino/Penguin: Platform guards for fpxr and lipsync, this is the worst way to do this, should see a way for interopgen to have platform conditionals
Yesterday
Added road/tarmac tiled cube prefabs
Yesterday
Unsaved mat tweak
Yesterday
Update SpriteTools
Yesterday
Fix TilesetResource not hotloading when adding/removing tiles
Yesterday
Updated Glass_Type_Reinforced_4 - created material variant using previous underwater_lab_glass values
Yesterday
Cupertino/Penguin: Define Steam Audio directly, move SDL2 from Tier0 & Posix DLL Base to Posix Base
Yesterday
Fixed material changes on cube_glowing_cool + _warm prefabs
Yesterday
Remove old un-needed code
Yesterday
Hopefully fix issue with items spawning overlapped
Yesterday
Fix massive bullet shadows appearing for a frame on connected clients Only spawn rooms on network once finalized instead of after each attempt Toggle pathfinding overlay with a ConVar (defaults to false)
Yesterday
Cupertino/Penguin: Steam Audio 4.5.2 on all 3 platforms
Yesterday
NEON: MaxComponent doesn't exist, use Vector::LargestComponent() [DON'T MERGE] Stub out WindowsGlue, this should be on managed or we could use something like tinyfiledialogs Use ISO C++ instead of MSFT extensions for try catch on managed calls, double check if this is correct Cupertino/Penguin: Zip works with ISO-C++, use standard keywords in other stuff that was using MSFT standard Cupertino/Penguin: Cast some stuff properly, explicit casting, threadtools missing ThreadGetCurrentProcessId(), should fuck off with shapemanager Cupertino/Penguin: Wrap inputsystem stuff into windows conditionals, implement equivalent hopefully in SDL Clang doesn't like conditionals for this, make if else explicit wtf
Yesterday
Player can die Handle respawning with chain better, respawn checkpoint
Yesterday
show player grid pos show pathfinding debug
Yesterday
Increased Y inertia tensor to fix the residual rotation caused by gravity Reduced drag so the horse takes longer to decelerate from max speed to 0 after releasing inputs
Yesterday
Fixed DrawOverlay not running clientside Attempt fix filesystem threadpool again
Yesterday
Fixed crashes to do with NPC:TaskFail Apply vprof changes from x86-64 to do with ThreadId_t Fixed DrawOverlay not running clientside
Yesterday
Cupertino: Update VPC binary for OSX
Yesterday
Linux: Fix Makefile to build VPC on Linux (expects libSDL2 to be present system-wide) Linux: Define EXPLICIT macro for all compilers Linux: Make sure the `schemacompiler` is executable (because it wasn't)
Yesterday
Portal 2 Coop spawnpoints Some more Portal 2 map icons Added some logic entities logic_register_activator logic_coop_manager Serverside only entities that are generic enough to be useful outside of the game they come from. Bump default value of sbox_maxconstraints to 2000 Placeholder entities for Portal 2 excursion funnel and wheatley boss Added Hacked and Harmless Rollermine variants to spawnmenu Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2 Inputs: SetCanShoot UseAttachmentEyes - doesnt work SetMaxPitch SetMinPitch SetMaxYaw SetMinYaw KVs: playercanshoot useattachmenteyes FIxed some minor memory leaks These are mostly in developer features to do with KeyValues, not normal gameplay Init m_rgflCoordinateFrame on creation clientside This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles Do not EstimateAbsVelocity since we network it for every entity anyway prop_vehicle_choreo_generic SetCanShoot now lets you shoot Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing Add some more known backdoor URL to blacklist Added more entities from Portal 2 point_viewcontrol_multiplayer point_viewproxy npc_personality_core placeholder Do not set commentary to 0 on map start Since we removed the commentary system entirely Fix "material __error is missing" error on map load Delete __screenshot_internal Move "SOLID_VPHYSICS static prop with no vphysics" to developer 1 Fixed crashes to do with render groups Minor cleanups Update windows build scripts to have proper titles Builds 32-bit version using v142 tools as well And also build LuaJIT with specific toolset Fixed crashes to do with NPC:TaskFail Potentially fixed Linux SRCDS async file IO Potentially fix vprof on Linux SRCDS
Yesterday
Fixed NRE in SkeletonEditor
Yesterday
Changed rotations to use relative torque Added some friction and restored drag + speed and collider tweaks
Yesterday
Update clothing
Yesterday
Cupertino: libSDL2-2.0.0.dylib > libSDL2.dylib Cupertino: Target OSX 15.0 Cupertino/Penguin: Link SDL against tier0 too Cupertino/Penguin: MacOS can compile from sys/sysctrl.h just fine, remove vector.h from outside header guard in ssemath_impl
Yesterday
add support for multiple seasons, old legacy maps, legacy season, ui tweaks
Yesterday
Hide "available parties"
Yesterday
Linux: Remove `gendbg.sh` and `sourceindex_p4posix.py` from build process because we don't have them
Yesterday
Tileset helper functions
Yesterday
Reduce nav agent foot trace radius and max trace height
Yesterday
Cupertino/Penguin: Some more platform guards, tier0_utils_base.h not being declared, Invoke ErrorReport crash without dummy variable, fixes unused variable warning Cupertino: Link to SDL implicitly on source_exe_posix_base.vpc, add the dingus to the folder if you're working on a new platform
Yesterday
Undo: unintentional change to ProjectSettings, reverted by hand Tests: none, trivial change
Yesterday
Update: rewrote ServerProfiler TLS storage - Instead of having per-frame storage, we now have one big buffer - Rewrote ProfilerExporter to support changes - Removes a weird stall on EndOfFrame invoke in standalone I couldn't find a way to implement lock-free perf mark recording with previous approach, but now I should have a way - will attempt next. Tests: exported profile from Craggy in editor and standalone 6k server - both open in Perfetto and look coherent
Yesterday
add support for cycling between seasons on solo page
Yesterday
Added HomingModifier and Homing Bullets item https://files.facepunch.com/CarsonKompon/2024/November/12_12-24-AccomplishedBabirusa.mp4 (Effect exaggerated for video)
Yesterday
Rework triggers to check contact points instead of ref counted touches. Add ITriggerListener.OnTriggerEnter/Exit for game objects that contain multiple colliders
Yesterday
Generated code compile errors
Yesterday
- Added sync var handlers to detect changes in sync vars - Generated at code gen - Overridable methods to check if should update and reset update checks
Yesterday
Fix not being able to pickup coins
Yesterday
Linux: Add an auto-generated SDL_config_linux.h which is specific to my system, but we need to start somewhere. Later, this will be made specific to Steam Runtime.
Yesterday
Update documentation for methods in INetworkListener to indicate that they're only called for the host. Add net_fakelag ConVar. It's working for both Steam Networking Sockets and TCP / local instance. Can also be changed in the editor like this https://files.facepunch.com/conna/1b1211b1/sbox-dev_jpOfxVrwEr.mp4 Also commit this important file
Yesterday
adjust functionality of solo page
Yesterday
Some additional troublesome Vulkan layer disables