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14,872 Commits over 1,642 Days - 0.38cph!

11 Days Ago
Don't require prefab templates to have sources Preferences toggle for drag drop placement at pivot vs offset by bounds
11 Days Ago
Resource finalizer queues dispose and unregisters on main thread. Assert ResourceLibrary.Unregister as main thread only
11 Days Ago
NavMesh only allocate debug draw buffers if we actually want to draw Disable Navmesh generation on prefab scenes
11 Days Ago
Add NotCloned flag to prop procedural components. Rebuild prop components on IsStatic change
11 Days Ago
Bind all mips for QuarterResEffectsBloomInputTexture, fix bug with lighting on bloom layer
11 Days Ago
Bloom layer from managed SetGlobal for all command list methods Use ToColorHandle in DepthNormalPrepassLayer Gaussian downsample this bloom layer
11 Days Ago
Remove unused materialsystem-owned static descriptor sets This frees up slots 1 & 2, whilst external descriptor sets remain starting on 3
11 Days Ago
Support animated texture sheets on decals https://files.facepunch.com/layla/1b1711b1/sbox-dev_luiXru07Qa.mp4
11 Days Ago
Let's start trying to shut the game down properly so we can flush stuff like shader cache and Api activity / stats
11 Days Ago
Use explicit SampleLevel with Mip 0 for LTC lookup, fixes sampling on vertex shaders
11 Days Ago
ShaderCompiler returns failure so the build server can fail when we push shit shader changes
11 Days Ago
Don't log engine console output upside down
11 Days Ago
Try catch when accessing Console.BufferWidth, resolves #1854
11 Days Ago
Doubled reconnect timeout time (30 -> 60)
12 Days Ago
Added VoiceComponent.ShouldHearVoice( Connection ) - to change whether a voice can be heard on the receiving end
12 Days Ago
Dispose of PrefabFile's cached scene when unregistering, should fix memory leak when switching games
12 Days Ago
Update Rider detection
12 Days Ago
Add Bitmap.DrawArc with optional use center
12 Days Ago
Fix player controller show colliders
12 Days Ago
Don't recreate Inspector widget if the object is already inspected Fixes sbox-issues/issues/7882 https://files.facepunch.com/lolleko/2025/March/17_09-35-SvelteMeerkat.mp4
12 Days Ago
Increase max string length to get from native
13 Days Ago
Add Bitmap.GetPixel
13 Days Ago
Add Bitmap.InvertColor Add invert color effect to image file texture generator https://files.facepunch.com/layla/1b1511b1/sbox-dev_UgUB7PjkRg.mp4
13 Days Ago
Clear scene model anim parameter cache on model change, fixes crash on model change
14 Days Ago
Add 99.9 percentile to benchmark data collection to diagnose largest lag spikes Also P5 and P95 while we are at it.
14 Days Ago
Use normal to calculate normal direction of capsule light, makes it non-bendy
14 Days Ago
Capsule and Sphere lights Staging https://files.facepunch.com/sampavlovic/1b1411b1/KSdcCVtuz8.png
14 Days Ago
Increase default fov Lock the network thread when connecting Reapply "Interop string optimizations" This reverts commit 362c6033843710cc6eefcd034da882257c3e7d17. Reapply "Safe string length" This reverts commit 66e223f10778abc5c4d15d4ac9f244fd33b9c696. Fix AVX2 not supported
14 Days Ago
Fix Navmesh.DrawInEditor spawning 500 generation threads at the same time Use Environment.ProcessorCount instead of ThreadPool.GetMaxThreads
14 Days Ago
Input.EnableVirtualCursor also affects Click/MouseWheel simulations
14 Days Ago
Added Input.EnableVirtualCursor which can be disabled to override Cursor movement when using a Controller
14 Days Ago
Replace CameraComponent.RenderUI with ScreenPanel.TargetCamera. Restore previous behaviour of UI only drawing to the Main Camera by default instead of all Cameras by default. Also allows you to specify exactly which Camera a ScreenPanel should be drawn over. So you can easily handle splitscreen, ect.
14 Days Ago
Don't lock mixing thread when calling UpdateGlobals Revert "Safe string length" This reverts commit 8ecce2df6f6b822e55b51896146c380cae207a38. Revert "Interop string optimizations" This reverts commit 83d88ef7422b9867667034ba45124c6a477cf0ce.
14 Days Ago
Fix Frustum.GetBBox() excluding last corner
15 Days Ago
We are tracking frame time not FPS so we want to use P99 not P1
15 Days Ago
Safe string length
15 Days Ago
Add FloatSpan as an easy way to do SIMD/AVX2 math ops on a span of floats MixBuffer uses FloatSpan instead of native (2x faster) Fix mono sounds not getting mixed properly Interop string optimizations
15 Days Ago
Hookup GCPause performance stat for benchmarks
15 Days Ago
Calculate P95, P1 and Stuttering metrics for our benchmark samples
15 Days Ago
Arealights2 Staging Update shaders
15 Days Ago
Add RenderAttributes.Set for int vectors
15 Days Ago
Citizen/animgraph: similar to the first-person v_spaghellim4, here's a new way to handle shotgun reloads. b_reloading toggles the "reloading stance" (parameter does NOT auto-reset), then b_reloading_insert (parameter that DOES auto-reset) can be fired for every shell insertion. https://files.facepunch.com/maxlebled/1b1411b1/2025-03-14%2001-26-30.mp4
15 Days Ago
Reenable hc1 test
15 Days Ago
Run deathmatch benchmark after regular benchmark (#1850) https://files.facepunch.com/lolleko/2025/March/13_20-16-AdvancedOrangutan.mp4
15 Days Ago
Added CameraComponent.RenderUI
15 Days Ago
Reenable sbdm test
15 Days Ago
Obsolete PhysicsWorld.TimeScale, no longer used Add Rect.ClosestPoint
15 Days Ago
I broke facepunch.hc1 and facepunch.sbdm, we should update them
15 Days Ago
Particle performance tweaks ParticleControlPoint is obsolete Curve is backed by a ImmutableArray instead of a ImmutableList
15 Days Ago
Simplify input pump Tweaking some config vars, see how if they move the needle