248,556 Commits over 3,928 Days - 2.64cph!

4 Days Ago
Fix possible NRE in PathWidget
4 Days Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
4 Days Ago
Updated Medieval Metal Double Door Icon to stop clipping issue
4 Days Ago
Added Place Holder Medieval Metal Double Door Icon
4 Days Ago
Updated Medieval Metal Double Door Prefabs Changed Medieval Metal Double Door Frame texture resolution from 512
4 Days Ago
Updated Medieval Metal Double Door FBX's Imported and Setup Medieval Metal Double Door GIBS
4 Days Ago
Created Medieval Metal Double Door Material Imported Medieval Metal Double Door Textures
4 Days Ago
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
4 Days Ago
primitive -> Aux2
4 Days Ago
Full manifest rebuild
4 Days Ago
Set up battering ram and catapult death screen ui Fixed a minor battering ram issue with an unfilled hit info field
4 Days Ago
Update trails scene
4 Days Ago
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197 https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
4 Days Ago
Clean up, only apply culling if enabled https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
4 Days Ago
Arena 5 wip
4 Days Ago
Deployables can now show "Blocked by terrain"
4 Days Ago
Added an entity whitelist setting to SocketMod_Sphere Ladders can now be deployed in siege weapons prevent building volume
4 Days Ago
Cache all gameobject bounds, fit parent bounds to children Readback runs callback, applies culling to sceneobject (tho we should really apply this per-view) Rather than clamping to viewport, if all corners of bbox are off-screen, cull the object
4 Days Ago
main -> primitive
4 Days Ago
hash_conflict_planter -> main
4 Days Ago
Fixed respawning planter causing hash conflicts on sockets
4 Days Ago
manifesti_fix -> primitive
4 Days Ago
4 Days Ago
Merge: from amvienceemitter_recycle Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnect - with the fix, had 0 error reports
4 Days Ago
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT - Reimplemented the spawn point status based on new internal state - this retains original behavior Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload). Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects
4 Days Ago
edited player animation.controller so the shield impact animations work correctly
4 Days Ago
merge from primitive
4 Days Ago
Battering ram compile fix
4 Days Ago
Merge: from main Tests: compiled in editor
4 Days Ago
Don't use bind system for these control widgets, feels like the old way of doing things
4 Days Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
4 Days Ago
merge from primitive
4 Days Ago
Fixed physics issue when building the ballista Added a position offset setting for deployable guide mesh
4 Days Ago
Add TagsControlWidget
4 Days Ago
Siege tower deployable on rocks too
4 Days Ago
Catapult and battering ram deployable on rocks
4 Days Ago
TerrainTexturing now monitors individual terrain related settings for change, instead of the Unity QualitySettings level
4 Days Ago
Fix foliage grid bounds calculations, basic implementation of terrain maps in compute foliage placement
4 Days Ago
There's a typo here in ModelRenderer.LocalBounds
4 Days Ago
Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired
4 Days Ago
Change default filename. Fix export button appearing when it shouldn't.
4 Days Ago
Merge from main
4 Days Ago
Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants Lightbinner layer managed Fix ObjectHighlight.shader Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file Santa jacket/trousers lods (citizen version) Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup Santa jacket/trousers lods (human version) Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly Make this readonly list so it can't be fucked with Santa jacket uses neck_clothing bone to minimise twist deformation Merge branch 'master' into shadercompiler
4 Days Ago
Fix SoundTool using propertysheet instead of controlsheet Fix obsoletes while I'm here
4 Days Ago
No longer should pre-process in CompileShaderAndGetVariables Refactoring Refactoring to expose a simple mode
Leaderboard backup, run #16205
4 Days Ago
Remove crumbs of ToolsShadingComplexity, we can replicate quad overdraw in almost every material without a special mode, shading complexity itself is on toolsvis now, toolsvis class There's also a duplicate shading complexity shader
4 Days Ago
Lightmapping combos go on shadingmodel Fix typos
4 Days Ago
Remove ToolsVis() and ToolsShadingComplexity() ( & ToolsWireframe ) mode from everything
4 Days Ago
EnvironmentMap::From to calculate all envmaps on a position PerViewLightingConstantBuffer_t completely unused