244,583 Commits over 3,898 Days - 2.61cph!

6 Months Ago
Added ch47event convar, similar to cargoshipevent
6 Months Ago
Added a MapRenderer.DebugLabs convar to debug lab rendering issues in a build
6 Months Ago
Don't collapse renderers if they are part of a LightGroupAtTime
6 Months Ago
Merge from main
6 Months Ago
Merge from main
6 Months Ago
Fixed stacks of engine components being lost when dragging over existing items in the modular car engine bay editor UI
6 Months Ago
Double size of mixing table recipe list from 4 -> 8 recipes shown at once
6 Months Ago
Merge from main
6 Months Ago
Remove one more doNonUserSpawn, fix compile
6 Months Ago
Merge from main
6 Months Ago
Initial cinematic rig setup/mats
6 Months Ago
Remove no-longer-used 'non-user-spawn' modular car engine code
6 Months Ago
Example arctic hazmat setup (will need to be fixed before merging to main)
6 Months Ago
Better way to recognize the underlying skin renderer Update skin parameters when clothing changes so that skin colour is applied to any skin renderers that are part of the clothing viewmodel addition Revert shader shanges (they're in the history if we ever revisit the idea)
6 Months Ago
New Outfit Piece - Fingerless Gloves https://files.facepunch.com/daniel/1b2211b1/Screenshot%202024-05-22%20221155.png LODs coming asap
6 Months Ago
Colour Mapping support Update scene Updated sbox-content scene
6 Months Ago
Merge main -> Bikes
6 Months Ago
grass pieces, more scaffolding pieces, tutorial map progress
6 Months Ago
merge from ModelViewerFixes
6 Months Ago
RayTraceSceneWorld boilerplate
6 Months Ago
Chaser https://files.facepunch.com/ziks/2024-05-22/sbox-dev_yOujkz7pEv.mp4 Tweaked player speed and vault cooldown
6 Months Ago
Add retry resilience to DownloadString
6 Months Ago
Vaulter path finding fixes
6 Months Ago
Successfully ignores people who try to block its path
6 Months Ago
Fix in-game news header stretching/squishing
6 Months Ago
Vaulter
6 Months Ago
Codegen
6 Months Ago
Add `auto_refresh_region` convar - defaults to false on linux so it only gets ping region on startup
6 Months Ago
Debug lists Ensure targets are in the right dictionaries Ignored players are now properly removed from the blockers list
6 Months Ago
Fixed crashes due to recent changes to gib system Let's try this again: unload unreferenced materials in more places This is aimed at making sure content from maps is unloaded before content from another map is loaded
6 Months Ago
RPC fixes. Deploy in correct state. Auto select functionality.
6 Months Ago
Return compositor & event manager by value, clean up
6 Months Ago
Allow selected mesh faces to be extracted and put into a new mesh
6 Months Ago
Create vulkan transfer queue, command pool, command buffer for copying images across
6 Months Ago
Imported Dolly and Trolley Props Added Textures and Materials for Dolly and Trolleys Setup Dolly and Trolley Prefabs, Colliders and LODS
6 Months Ago
Reduce stack usage Vulkan headers Include headers Restructure (see desc) fpxr::Instance now handles creating a compositor. fpxr::Compositor handles creating an event manager. The idea behind this is that we want to be able to use Vulkan functions to create images, so that we can pass any valid VkImage in from an app and then have FPXR copy it over to the VkImage that OpenXR wants to use, meaning that you don't have to fuck around with passing images and image views to and from OpenXR and your application. We'll manually vkCmdCopyImage at the end of the frame before submitting to OpenXR (i.e. when rendering a layer). ```cpp fpxr::InstanceBuilder instance_builder{}; fpxr::Instance instance = instance_builder.SetAppName("fpxr") .WithGraphicsAPI(fpxr::GraphicsAPI::GRAPHICS_API_HEADLESS) .RequestValidationLayers() .WithDebugMessenger() .Build(); fpxr::Compositor* compositor = instance.Compositor(); fpxr::EventManager* eventManager = compositor->EventManager(); ```
6 Months Ago
Make rotate undoable
6 Months Ago
Add rotate and treat as one to mesh face texturing
6 Months Ago
Tweak enemy spawn rates Ghost enemy
6 Months Ago
Clear up these ".vfx" references to avoid confusion ColorGrading: Expose to TypeLibrary, make properties public so inspector can find them (Engine classes are exposed differently than classes in projects) Compiled ColorGrading shader ColorGrading: Don't need these private enums, they map 1:1 with the public
6 Months Ago
blunderbus 3p and gun anims update
6 Months Ago
Turn shadows off on cue for now. Cue forward interp increase based on shot power
6 Months Ago
Merge gymnastics
6 Months Ago
Fix yeeting white ball into pocket
6 Months Ago
Fix position
6 Months Ago
Await frame - reimplement animate into pocket Various collision fixes
6 Months Ago
6 Months Ago
When finding files to publish, also look in libraries
6 Months Ago
More wip
6 Months Ago
tarp wall scaffold pieces