243,381 Commits over 3,898 Days - 2.60cph!

4 Months Ago
latest wolf run attack animation exported
4 Months Ago
Add GetCenter()
4 Months Ago
Added Food Cache Folders, Textures and FBX
4 Months Ago
Added Boomerang blockout.
4 Months Ago
mrege from main
4 Months Ago
Initial commit Minor tweaks Wheel radius Clean up
4 Months Ago
Fix bug preventing foliage rustle sounds to only be heard on the local client. If someone moves in a bush nearby you will now hear it again.
4 Months Ago
named cameras individually
4 Months Ago
only applying constraints solve at the end of an iteration, avoids constraints feeding into eachother mid-iteration
4 Months Ago
configured ghostsheet with default length constraints
4 Months Ago
added default length constraint to be used by all bones without their own (before this allowed for full compression, which almost always gives bad results)
4 Months Ago
Add Rename to scene hierarchy context menu, tidy the menu a bit
4 Months Ago
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4 Months Ago
Add damage tracker to certain modes
4 Months Ago
Crosshair error check Add warning if we can't find spottable More tracked error fixes
4 Months Ago
Coastal rocks normal map fixes
4 Months Ago
Small improvements Min. radius set on selecting samples. Improved angular distribution (starting angle now function of screen space position so not constant across screen pixels ). Couple of math ops optimised away.
4 Months Ago
IsNearby error check
4 Months Ago
Coastal rocks / prefabs / LODs and colliders
4 Months Ago
Shift + click to recursively expand treeview nodes, resolves Facepunch/sbox-issues#5642
4 Months Ago
Terrain: add flatten sculpt tool (https://files.facepunch.com/tony/1b1111b1/sbox-dev_bCkllHylC8.mp4)
4 Months Ago
Updated Frontier Hatchet World Model to have correct LODS and to Include fur strip
4 Months Ago
Update how superluminal instrumentation works, avoid allocations, wrong names Don't render widgets that we can't see (!)
4 Months Ago
merge from radtown_redux
4 Months Ago
radtown S2P
4 Months Ago
Added back door anim event sound component on residential door
4 Months Ago
changed door knock sound from metal to wood on residential door
4 Months Ago
fixed missing box colliders on ground floor chimneys in masterhouse
4 Months Ago
fixed electric fan b using fan a collider..
4 Months Ago
Fixed incorrect import options on colliders for radiators, vintage furniture, pushcarts, bathtub, large rubbish skip, radiactive vats, checkpoint hut, small rubbish skip, binbags, radhouse large
4 Months Ago
Fixed some material regressions on the siren lights. Siren lights use new fresnel emission
4 Months Ago
correct surface type on stairs from walkways set
4 Months Ago
Remove BytePack.ISerializer from Connection for now - need to solve something first
4 Months Ago
Add proxy wolf2 to manifest
4 Months Ago
Early wolf root motion tests
4 Months Ago
Changed the technique for collider to Prevent Movement instead of transparent Changed to mesh lod
4 Months Ago
Live-update ShootWeaponDebugWidget https://files.facepunch.com/ziks/2024-07-11/sbox-dev_5F50Yk2j93.mp4
4 Months Ago
Basic damage value readout in EquipmentResourceEditor https://files.facepunch.com/ziks/2024-07-11/sbox-dev_ZNPL4KrPHP.png
4 Months Ago
added missing ceiling box collider in recycler room of storage building large
4 Months Ago
Removed simplelight from gate prefab.
4 Months Ago
fixed AC unit missing collision on roof, was mesh - not prefab
4 Months Ago
Oops remove this log
4 Months Ago
moved mesh colliders from LOD0 to parent on radhouse_large
4 Months Ago
Add some more [EquipmentResourceProperty]
4 Months Ago
Initial commit for Network Priority for Network Objects. The idea is that you can mark a networked object as Low, Medium or High (default) network priority, this will dictate how frequency updates are sent out about that object.
4 Months Ago
EquipmentResourceEditor
4 Months Ago
latest
4 Months Ago
Compute shaders for Auto Exposure - not yet used For generating the histogram for auto-exposure as used by tonemapping. These 2 shaders will geenerate the histogram and weighted average. They are not yet used. Currently Valve use occlusion queries and generate it as part of tonemapping.cpp. These shaders may prove better than that system.
4 Months Ago
Free cam Update spritetool Models and materials updates Level 1 progress
4 Months Ago
Moved hobo to lighting prefab, because it has bespoke optimized lighting for that area.