248,648 Commits over 3,928 Days - 2.64cph!

51 Days Ago
Add Sandbox.Services.Players Item store cleanup Fix sidebar scroll size Hard-code sort orders instead of getting them from the backend
51 Days Ago
Leaderboard backup, run #15245
51 Days Ago
Disable rendering on sceneobject when model renderer uses model that has no valid render meshes
51 Days Ago
enemy homing bullet bullet drop reduce charmed enemy dmg status difficulty 1 player sprite bullet can bounce on bounds status icon data grenade shoot sfx set player diff 1 sprite
51 Days Ago
Cache native physics body shapes so GetShape can have direct access to them
51 Days Ago
Merge from dofexposer
51 Days Ago
Map Updates
51 Days Ago
More prefab backups
51 Days Ago
Fixed DofExposer not finding the post volume when added at run time
51 Days Ago
merge from main
51 Days Ago
More prefab changes
51 Days Ago
Auto calculate tiling parameters This avoids having to expose them, while we are not sure if they should be. Optimize tile geometry collection Only add physic shapes to generator that are in bounds Make tile geometry collection thread safe Speed navmesh geometry collection for scenes with complex physicbodies The geometry collection is optimized by only collecting the PhysicsShapes of a PhysicsBody that are actually in the navmesh bounds. Previously, all shapes of a PhysicsBody were collected, which resulted in a lot of irrelevant geometry being collected. This optimization significantly speeds up the overall navmesh generation (70 times faster when benchmarked on FP square).
51 Days Ago
Fixed some skin ID issues
51 Days Ago
Merge from main/hazmat plushy
51 Days Ago
Can now test items in the store that haven't been uploaded yet
51 Days Ago
Prop prefab backup
51 Days Ago
Parent merge
51 Days Ago
Fixed bad DofExposer merge
51 Days Ago
Added store.limitedItemTests and store.generalItemTests convars, stores a list of ids that will appear in the limited/general store tab (comma delineated) Added store.refreshStore
51 Days Ago
Parent merge
51 Days Ago
adjust hit particle
51 Days Ago
Backup of gesture pack and wolf2 stills
51 Days Ago
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders Composite AO to pipeline rather than blitting, cleanup AddHookAfterTranslucent > AddHookAfterDepthPrepass [Pick] Add internal Graphics.FrameAttributes, up to review Remove hack for clearing AO and use FrameAttributes instead [pick] GetBindlessRWTextureXXX if compute shader Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray [pick] Fix sampletexture_bicubic (is anything using it)? [pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc [pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA Compile shaders without MSAA sampling for AO
51 Days Ago
Backups
51 Days Ago
Backups/unsaved
51 Days Ago
Merge from main
51 Days Ago
Fix RPS dialog staying on if player is disconnected mid game
51 Days Ago
Fixed NRE when attempting to assign gestures in the options menu while not conneted to a game
51 Days Ago
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51 Days Ago
Optim: reduce profiling capacity, instead lazy-grow it - When frame didn't fit the capacity, drop it and rerecord it This should help avoid large stutters in editor (and hopefully on the server as well). Tests: tested craggy in editor - spikes gone. Tested on 6k world in standalone server - spikes still present. Also noticed one export failed, but think it's unrelated to current changes
51 Days Ago
Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA
51 Days Ago
razor: Invalidate render tree when setting RenderFragment - fixes sections of razor ui not updating until hovered Fix map page using wrong logic
51 Days Ago
merge from main
51 Days Ago
Update Facepunch.XR to 1dce6d64669f0c19b0e43936bf53b1770d50a6f8, cache HasHeadset value Don't build VR Toggle Widget if there's no headset or runtime
51 Days Ago
When creating a Sound Event, the file extension is now replaced instead of appended. Resolves Facepunch/sbox-issues#6816
51 Days Ago
Some better controller support
51 Days Ago
Check if we can actually init OpenXR when calling HasHeadset - makes the call more expensive(!) but more accurate
51 Days Ago
exported catapult anims, set up clips, renamed rigged file
51 Days Ago
Remove debug logging
51 Days Ago
Fix pasted builds always being snapped to terrain despite the convar being set to false
51 Days Ago
DMX versions 3,4,5 tools support (datamodel.dll) Allow loading PCF version 2 in tools Particle system changes from CS:GO Many potential crash fixes Added particle operators: C_OP_DecayMaintainCount, C_OP_AlphaDecay, C_OP_FadeInSimple, C_OP_FadeOutSimple, C_OP_RadiusDecay Added particle force generators: C_OP_ParentVortices, C_OP_TimeVaryingForce, C_OP_TurbulenceForce, C_OP_ForceBasedOnDistanceToPlane Added new particle constraint: C_OP_BoxConstraint Added new options to C_OP_WorldTraceConstraint - "minimum speed to kill on collision", "Confirm Collision", as well as apply potential crash/garbage data fixes Particle initializers updates "Particle Increment Amount" for C_INIT_CreateFromParentParticles Various small optimization changes Added new particle operators "Oscillate Scalar Simple", "Oscillate Vector Simple", "Remap Difference of Sequential Particle Vector to Scalar", "Movement Maintain Offset", "Movement Place On Ground" More particle operators Added "Alpha Fade and Decay for Tracers", "Restart Effect after Duration", "Stop Effect after Duration" operators New parameters: "additive" for "Noise Scalar", "Noise Vector" "output field" for C_OP_ColorInterpolate "output is scalar of current value" for C_OP_DistanceToCP "rotation field" for C_OP_OrientTo2dDirection "output is scalar of current value" for C_OP_RemapDotProductToScalar Added even more particle operators from CS:GO "Override Max Velocity from this CP" and "Override CP field" for C_OP_MaxVelocity "use existing particle count" and "control point movement tolerance" for C_OP_MaintainSequentialPath Added operators: "Movement Lag Compensation", "Movement Lock to Saved Position Along Path" Particle initializer additions "Local Offset Min", "Local Offset Max", "Set Normal" for C_INIT_CreateFromPlaneCache "end offset", "bias lifetime by trail length" for C_INIT_MoveBetweenPoints "randomly select sequential CP pairs between start and end points" for C_INIT_CreateAlongPath "reverse warp (0/1)" for C_INIT_PositionWarp
51 Days Ago
Possible gesture pack fix. Added meta name and rebuilt manifest.
51 Days Ago
Train collisions in intro area v2
51 Days Ago
merge from main -> copypaste
51 Days Ago
merge from main
51 Days Ago
Fixed ballista rotations nonsense IK tweaks, reduced clipping with player body Tweaked server colliders
51 Days Ago
[pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling
51 Days Ago
Stop VehicleChassisVisuals NRE on stop terrain fx
51 Days Ago
Prevent crash with SimpleVehicleVisuals should the visual wheels be missing
51 Days Ago
Have wolves look at the player head instead of the player's crotch