183,019 Commits over 3,106 Days - 2.46cph!

3 Days Ago
Posh dress updated source files + some convenient exports to use as a base for skinning other clothing
3 Days Ago
Refactor game packages to use metadata, and use AssetSystem.InstallAsync to make sure we have any game assets avaliable which will resolve Facepunch/sbox-issues#1748
3 Days Ago
Don't limit framerate while smooth scrolling Asset Party activated using filter text, auto pagination
3 Days Ago
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3 Days Ago
Cleaned up CraggyIsland error spam
3 Days Ago
Merge from main -> item_move_fixes
3 Days Ago
updated mesh
3 Days Ago
Citizen/clothing: posh dress LOD3 remade
3 Days Ago
Handcar Update - finished lods - updated materials and textures - updated base prefab
3 Days Ago
Lumberjack
3 Days Ago
merge from lumberjack_hazmat
3 Days Ago
merge from Lumberjack_Tools
3 Days Ago
rebaked normal on backpack and re exported lods to correct some bad normals from thin triangles , also applied to world model
3 Days Ago
Fix NRE when loading a map with metadata but no cloud_packages
3 Days Ago
Action panel state swapping Add a panel for inspecting built towers by clicking on them
3 Days Ago
Release Skin Teaser
3 Days Ago
Double clicking a cloud asset installs and opens it
3 Days Ago
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3 Days Ago
ModelDoc: Set anim file start and end frame to unset when changing takes
3 Days Ago
Fix Api queries not caching Add Package.Query.GetCountAsync() Show layout/paint time in listview debug (alt + pause) Delete CToolService::ThrottleRenderingToYieldCPU
3 Days Ago
Add asset/count
3 Days Ago
Fix framebuffer copies in material editor Closes sbox-issues/issues/1204
3 Days Ago
TextEntry.Value setter fixes up numerics, fixes sliders not displaying correct number format #535
3 Days Ago
Don't react to assetsystem.changes in the remote asset browser, fixes flickering whilst assets are being installed as well as it refreshing on map save
3 Days Ago
merge from hardcore
3 Days Ago
Optimized compile
3 Days Ago
Workbench research cost tweaks
3 Days Ago
Calc bone constraints for bone merged anim objects, fixes #540
3 Days Ago
Add search to remote asset browser
3 Days Ago
Allow refraction & blur to be visualized in the material editor
3 Days Ago
Add Package.TryParseIdent Store packages with #version
3 Days Ago
Update glass materials
3 Days Ago
Make sure we're always within our framebuffer copy rect fix sort mismatching
3 Days Ago
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3 Days Ago
Glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur Allow fogging of grime & glass Allow fogging of grime & glass Allow fogging of grime & glass Fix grime on refraction variant https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg Allow tweaking of the specular of the glass for its reflections Allow tweaking of the specular of the glass for its reflections Delete core glass shader & sbox_glass, new shader becomes glass Fix glass not working properly with tiled rendering off Cleanup & lower default opacity so we don't shadow by default Update some existing glass materials https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg Missed this shader removal whoops Refraction glass color tint now works with opacity Drop max refraction distance, doesn't need to be an artist tuned. Fix glass tint not working in non refraction mode Allow switch to multiply for color tinting in refraction mode because it can look better in some situations Blur masks Remove grime as a feature and have it on by default, reorganize attribute layout Remove glass from shader compiler Fix grime masks not behaving as expected Recompile with stripped shaders Add attributes to disable blur & refraction we can expose this as a convar is needed then Reorganization & name cleanup - Reorganize all sections within the shader - Refraction can have its own normal map now - Fresnel can be toggled - Fixed an ambiguity with tint color Fix specular not being taken into account on glass transparency Lets get rid of these for now, fixes translucency sorting Update some glass materials again Initial work on new glass shader Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur Allow fetching diffuse & specular separately for valve shading model Use valve standard for the time being Fix reflections oops Remove grime prefix
3 Days Ago
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3 Days Ago
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3 Days Ago
Merge from cliff_rail_fixes
3 Days Ago
Latest from Valve
3 Days Ago
Merge from static_group
3 Days Ago
Fixed MeshCull objects getting incorrectly enabled if graphics.hlod is false
3 Days Ago
PS_INPUT -> PixelInput
3 Days Ago
Don't redefine SUBPIXEL_AA_MAGIC
3 Days Ago
Move ui renderstates to ui/pixel.hlsl, no need to copy paste this all the time
3 Days Ago
Can call ComputeShader.Dispatch outside of render loop ConstantBuffer can be updated outside of render loop
3 Days Ago
Drop PS_OUTPUT for UI shaders
3 Days Ago
General WIP and fixes