256,976 Commits over 4,018 Days - 2.66cph!

3 Days Ago
more miniboss spitter chest prefab chest rewards miniboss spawn chest cleanup etc fps mode wip spear prefab spear perk
3 Days Ago
Remaining grenades Renamed some prefabs Add some comments in some game rules, reduced player walk speed More comments, removed Gunsmith Hide Radio UI for now Reduced sprint speed by 40u Refactor DroppedEquipment to use stuff from EquipmentResource, define bodygroups directly in the inspector
3 Days Ago
Fix network table corruption when writing entry that throws exception
3 Days Ago
Adjusted default player hold location
4 Days Ago
Various fixes / polish.
4 Days Ago
vfx_vulkan: Separate the shared VS/PS/GS dynamic descriptor set into per-stage dynamic sets Reworks the single uber dynamic descriptor set containing every stage into 3 much smaller sets for each stage (VS/PS/GS). The main purpose of this is to remove the restrictions of not being able to use VK_EXT_graphics_pipeline_library with uniform texel buffers, storage images, storage buffers, storage texel buffers. (And we use a lot of dynamic StructuredBuffers now) Previously the only solution would be forced usage of a static descriptor set, however that isn't feasible for UGC or an easy to use engine. The layout now is: Dynamic set 0 - VS/CS Dynamic set 1 - PS Dynamic Set 2 - GS Set 3+ - static sets
4 Days Ago
Don't instant output dedicated server logs, queue them too - suspect crash fix
4 Days Ago
Restore the CONTENT search paths to fix models missing materials Even though 99% of searches no longer use it and still work fine. I suspect CDmFbxSerializer::FindMaterialResource has very specific behaviour for "GAME" vs "CONTENT" that makes it not resolve relative paths properly, this only occurs when there is no compiled file yet.
4 Days Ago
Add connection pre info so that connection has valid info while checking AcceptConnection - Fixes SteamId is not properly initialized in INetworkListener.AcceptConnection
4 Days Ago
Floor on networking scene should be static
4 Days Ago
Try not to wake physics bodies when setting identical transforms, fixes proxy bodies not falling asleep
4 Days Ago
Fix smoothing https://files.facepunch.com/ziks/2025-03-22/sbox-dev_lE9J8YJJd8.mp4
4 Days Ago
Merge from jungle_update (improvements to tiger and croc)
4 Days Ago
Have croc always use max speed if it's charging in water, as it doesn't get tired easily like on land
4 Days Ago
Reduce volume of croc swimming fast
4 Days Ago
- Tiger will only flee if aimed at precisely, incentivizing trying to spot the tiger after a growl instead of just aiming in general direction then forgetting about it - Tiger will not flee if aimed at with a melee weapon other than the spear - Tiger will only flee if aimed at from a long distance, else it'll just commit to a charge, incentivizing walking away first if tiger is too close
Leaderboard backup, run #18461
4 Days Ago
Readd disable backface culling
4 Days Ago
Remove exposure bias entirely from colorgrading, uses exposure compensation value from ToneMapLinear instead
4 Days Ago
Make shared postprocess not write to depth; we corrected a behavior that postprocess was using wrong depth buffer ( things like DoF are meant to use it even on PP layer ), but this caused some user PP effects to only be written to skybox when correcting it
4 Days Ago
Do autoexposure before we do postprocessing and use HDR color for it, adjust rate for HDR compensation, adjust autoexposure adaptation scale, fixes autoexposure wobbliness & gives a much better range to it Every tonemap type has exposure bias Remove bullshit RenderState initialization, we get these from the renderer already Clear alpha if we're rendering directly to screen, same behavior as before native postprocess removal Remove Exposure Bias from tonemapper, this doesn't make much sense since it's tied to only HableFilmic and does the same thing as ExposureCompensation
4 Days Ago
Disable client predicted catching for now
4 Days Ago
Way more accurate landing point logic
4 Days Ago
Client predict catch logic
4 Days Ago
atmosphere experimentation
4 Days Ago
Get rid of keyframe edit mode for now Make interpolation mode a dropdown Fix recording edge cases
4 Days Ago
Merge from jungle_update
4 Days Ago
Prevent crocs from swimming in too shallow water / alternating too fast between swimming and not swimming
4 Days Ago
Adjust croc population to account for the fact they can only spawn in select places Slightly reduce tiger population
4 Days Ago
Fix sleeping bag corpses spawning their own corpse so they could never truely be destroyed
4 Days Ago
Create sleeping bag corpse as a variant of the normal sleeping bag prefab - keeps all respawn prefab setup identical
4 Days Ago
Fix corpse not being spawned from `ent kill` after refactor
4 Days Ago
Fix compile errors
4 Days Ago
Reassign all the corpse references since the field name was changed
4 Days Ago
Refactor / rewrite so that corpses are dropped from `BaseCombatEntity` instead of `StorageEntity` - rename methods like `DropCorpse()` -> `DropDeployableCorpse()` - keep it seperate from normal animal & player corpse code
4 Days Ago
Update README.md
4 Days Ago
Camera NRE fix
4 Days Ago
Update new WorldModel process for M700, MP5, Spaghelli
4 Days Ago
Doubled reload speed for spaghelli so it's less mental
4 Days Ago
ViewModel: aim speed doubled
4 Days Ago
Recompile Refinery with combined light probe Don't need this anymore either
4 Days Ago
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
4 Days Ago
Add support for sleeping bags corpses to be destroyed after a player spawns on them
4 Days Ago
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
4 Days Ago
Fix up some camera stuff Start refactoring ViewModel, Equipment so we place stuff on the player's root, viewmodels are placed absolutely Start rewriting how we do weapons/worldmodel/viewmodel to be more like sbdm
4 Days Ago
Half boomerang outwards travel distance
4 Days Ago
Merge from snakes
4 Days Ago
Merge from jungle_update
4 Days Ago
Merge from corpse
4 Days Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1. Fix prop_ragdoll.StartRagdollBoogie map input param type