255,116 Commits over 3,990 Days - 2.66cph!

3 Months Ago
Rebuild ragdoll if bones change (model reload)
3 Months Ago
Make joint gizmos less noisy
3 Months Ago
Auto populate ragdoll renderer and model on awake if none are set
3 Months Ago
Add Ragdoll.StartAsleep, put to sleep on first update because joints are created in OnStart so sleeping has to happen after that
3 Months Ago
Add Rigidbody.Sleeping
3 Months Ago
Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work
3 Months Ago
Merge polyflags and areas into one concept (areaflags)
3 Months Ago
Set these hidden flags on creation too
3 Months Ago
Add properties to ragdoll to show rigidbodies, colliders, joints
3 Months Ago
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
3 Months Ago
Fix Gizmo.Control.Capsule (has it ever worked properly?)
3 Months Ago
Yeet DetourTileCache
3 Months Ago
Yeet DetourTileCache
3 Months Ago
Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097
3 Months Ago
Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100
3 Months Ago
Regenerated Chinese, Korean and Japanese static fonts Added empty dynamic fallback fonts for each of them Cleaned up the fonts folder (without breaking the community UI this time)
3 Months Ago
Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109
3 Months Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@7efacd65d0620b39c4ece43fba7c4c0e72b9aba1 🚀
3 Months Ago
Enable 64bits for poly references Again since we are only targeting x64 this does not have a performance impact. Memory usage will be slightly increased, but only if many refs are held by the user.
3 Months Ago
Pull latest changes from FP recastnavigation fork Among upstream recast changes this also includes a change to: Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys. This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK) Therefore, this is free accuracy improvement without perf or memory impact.
3 Months Ago
Baseline of a tool generating static fonts based on localization content
3 Months Ago
Add names to lambdas
3 Months Ago
Don't consider cells inside a triangle if the triangle just touches the cell
3 Months Ago
Implement async while
3 Months Ago
Get rid of SetBody, just return it Tast async while
3 Months Ago
Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used
3 Months Ago
Allow create model context menu item for fbx, obj, dmx
3 Months Ago
Asset preview dmx
3 Months Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@ac488df6fe9a3c2575e36c4eddc5b03815891b5f 🚀
3 Months Ago
Removed unused dividePoly function see a4e1e2b
3 Months Ago
Call WriteProgramToBuffer from c# Fix old compile routine crashing ByteStream WriteArray optional count Fix shader compile
3 Months Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@217f9d61e5a45e71722fa58f21345a117a81c9bc 🚀
3 Months Ago
Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh polys. This does not change the size of rcSpan on x64 plattforms. (See https://godbolt.org/z/4eKq45daK) x64 is the only platform we are targeting for s&box and Rust. Therefore, this is free accuracy improvement without perf or memory impact.
3 Months Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@a4e1e2bbfc518e12fd3b582e4d4aeae9b5d81cb2 🚀
3 Months Ago
Fix bug leading to stack smashing Fixes recastnavigation/recastnavigation#687 To address this, I basically reverted recastnavigation/recastnavigation@e063ba6 & recastnavigation/recastnavigation@adcd4f4 which seem to be the most likely culprit for the issue. Contrary to the commit message in e063ba6, which claims that the changes made are an optimization, reverting the changes had no measurable impact on performance.
3 Months Ago
Delete infectedwoundrenderdata
3 Months Ago
Delete more from common
3 Months Ago
Delete public/assetrename
3 Months Ago
Fix default for params arg
3 Months Ago
Remove some unused code from src/common
3 Months Ago
Fix some ContinueWith cases
3 Months Ago
Fix wolves not fleeing when damaged when their target is inside a safe zone
3 Months Ago
▉█▌▉▅ █▅█▄ ▉▉▉▅
3 Months Ago
merge from main
3 Months Ago
Move VCS writing code to CVfx
3 Months Ago
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
3 Months Ago
Different main menu music
3 Months Ago
Dead cubemap rendering code
3 Months Ago
Added some music, add ArenaManager.Instance
3 Months Ago
Remove dead code Pass VfxCompiledShaderInfo_t straight into CVfxByteCodeManager