243,183 Commits over 3,898 Days - 2.60cph!

4 Months Ago
Wire deployable on the Deployed layers
4 Months Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
4 Months Ago
Fix clients getting stuck during loading after changelevel Experimental: Do not close srcds on modelprecache overflow, just use error models Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value New TF2 map icons
4 Months Ago
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4 Months Ago
Experimental: Do not close srcds on modelprecache overflow, just use error models New TF2 map icons Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value
4 Months Ago
Chunk size test
4 Months Ago
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
4 Months Ago
Tin can alarm art implemented
4 Months Ago
Particle system optimzations
4 Months Ago
deploy model for tin can alarm
4 Months Ago
split off cans with their own pivot
4 Months Ago
Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again Make SSR reconstruction ghosting less apparent
4 Months Ago
Merge from main
4 Months Ago
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
4 Months Ago
tin can alarm art, lods, gibs, art prefab setup
4 Months Ago
Seperated parenting volumes for above and below
4 Months Ago
Fix for edges against distance objects (i) do not apply AO on distant pixels (eg. skybox) (ii) when calculating ao, any sampled pixel that is too distant will be rejected as a contributor to AO Merge branch 'master' of sbox
4 Months Ago
Detangle all this from Cubemapper, make it able to render inline rather than on a render block Redo update strategies from envmapprobe, much simpler, works everywhere now Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
4 Months Ago
PerformanceStats.Timings lockless
4 Months Ago
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
4 Months Ago
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
4 Months Ago
merge from main
4 Months Ago
Make prefab variables section of heirarchy resizable, Facepunch/sbox-issues#5726
4 Months Ago
No footsteps when dead
4 Months Ago
Don't need this
4 Months Ago
Fix throw bug
4 Months Ago
Move some scripts into new folders Fix some Player networking issues Player and other Entities no longer run OnFixedUpdate when Map is generating Created EndFloorTrigger and prefab. Goes to next floor when all players are standing on it. Add EndFloorTrigger to each boss room prefab Going to next floor loads new scene and connected clients retake appropriate players Fix re-connected player sometimes spawning with a 2nd gun
4 Months Ago
Remove extra camera from tdm_test scene
4 Months Ago
Update: Constraining Pool.Free - Step 2 * Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads * Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL) * Changed StreamBuffer overload to be a FreeUnmanaged overload Tests: built all targets in unity
4 Months Ago
Merge main
4 Months Ago
Remove SceneObject.GetSceneWorld() Remove SceneObject_UpdateRayTraceTransform Instead of updating SceneObject RayTrace's every time they move, lets mark them dirty and update them when the raytrace is actually used (which is probably never)
4 Months Ago
Lowered vehicle parenting volume
4 Months Ago
Don't cause a rebuild for mesh component when transform chances when scene is not editor
4 Months Ago
merge from Blend4Way double sided
4 Months Ago
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
4 Months Ago
Remove hack from mesh component that is stopping hulls from being kinematic
4 Months Ago
Stop launcher from undoing editor prefs changes when kept open, fixes Facepunch/sbox-issues#5857, Facepunch/sbox-issues#5825 (Cookie containers will now process/accept new changes on disk before writing)
4 Months Ago
Leaderboard backup, run #12565
4 Months Ago
rock formation prefabs (sea) radius and fade improvements
4 Months Ago
New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it. Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion. Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
4 Months Ago
Tile picker
4 Months Ago
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
4 Months Ago
Wire deployable on trees Minor placement fixes Cleanup
4 Months Ago
Grid size adjust Cookie the grid size Change paint keybinds
4 Months Ago
tdm - wip Merge branch 'main' of sbox-hc1
4 Months Ago
Physic2d test
4 Months Ago
weekly skins materials
4 Months Ago
Leaderboard backup, run #12562
4 Months Ago
Models and materials folders
4 Months Ago
Changed main menu player podiums to be a prefab, can spawn a weapon prefab on them