242,179 Commits over 3,867 Days - 2.61cph!

3 Days Ago
Started Save System + Safe OnPlatform check Coins and Items save to file. Collectables that have already been collected will not respawn StartupScene is not the main menu Hooked up the save UI to the save slots
3 Days Ago
Adding new v3 anim folder to playerUpdate branch
3 Days Ago
Merge from analytics_add_persistent_work_queue
3 Days Ago
Add persistent object work queue to analytics in the same way as object work queue Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
3 Days Ago
Diving from a ground slam now has a similar cooldown
3 Days Ago
Add cooldown to jumping out of a dive
3 Days Ago
Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders
3 Days Ago
Fix running speed animator
3 Days Ago
Can cancel Dive with a Jump Can now dive out of a ground slam WishVelocity Acceleration on Player
3 Days Ago
Rising Pitch w each Coin Pickup
3 Days Ago
Update Train animgraph so it enters idle animation after completing the entrance
3 Days Ago
Remove `weapon_hl2mp_base` from properties Pointless string
3 Days Ago
Physics Player Controller (#13) Minor controller adjustments Update PhysicsCharacter
3 Days Ago
Add quick start input, animator and camera controller to PhysicsCharacterController Should fix being ungrounded when something above head
3 Days Ago
more ui work, add default color for every customization item
3 Days Ago
Reset animations properly when entering cutscene Remove debug draws from PhysicsCharacter Fix all jittery camera issues
3 Days Ago
Got BouncePlatforms working properly Fixed CrumblePlatform error Triple Jump working proper Working Launch Pads
3 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler VrMonitor goes long unused since we removed SceneMonitor & VR Multiview Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao AO on lighting pass GTAO stub, remove sdf.hlsl (until we meet again 🫡 ) Iterate gtao Iterate GTAO Iterate GTAO Calculate gtao depth and normals properly, use inverted depth for gtao Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats Remove old SDF functions entirely (byebye) Iterate GTAO, works almost perfectly ingame, add noise function to it [pick] Add Motion.hlsl for motion vectors Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer Update texture formats and remove unused code Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation Proper TAA, option for spartial or temporal blur SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness Add generic TAA filter to Motion.hlsl Sensible defaults and final tweaks Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
3 Days Ago
Show unambiguous ident subdirectory path in project creator window, resolves Facepunch/sbox-issues#6609 Bring back automatic default project names (My Project 1, 2 etc) now we use idents for project subdirs (and have for ages) Smite the random third-party cloud references in core assets
3 Days Ago
Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
3 Days Ago
Got wall jumping working proper, can also cling onto certain rotating platforms Proper wall sliding friction GroundSlam working with new controller Diving Velocity Adjustments
3 Days Ago
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
3 Days Ago
refinery map updates
3 Days Ago
Show file name + extension
3 Days Ago
Show asset name if only deleting one asset https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png
3 Days Ago
Fix server build error
3 Days Ago
Increase Step Height ClimbingAbility working with new controller Fix DiveAbility and more climbing issues
3 Days Ago
report_copy_steamid -> main
3 Days Ago
Minor cleanups
3 Days Ago
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
3 Days Ago
The wolf can now lie down or scratch its ears instead of just standing still
3 Days Ago
Optim: Avoid expensive reserializations when trees de-/spawn - Controlled by TreeManager.UseLazySerialization, enabled by default - Tracked by LazyUpdate scopes - Simplifies some profiling scope names - Added OnTreeDestroyed profiling scope This should save us 0.25ms per cell reserialization on larger worlds. Tests: local multiplayer session, connected, destroyed a tree, reconnected. Confirmed tree impostor wasn't there and profiling scopes showed lazy serialization. Disabled lazy serialization and reconnected - still good and no spikes in profiler on chopping down trees.
3 Days Ago
Sensible defaults and final tweaks
3 Days Ago
Battering ram constructable prefab and item setup Fixed missing animator
3 Days Ago
Fix editing method bodies from outside component editor
3 Days Ago
Add missing files
3 Days Ago
Add era convar Restrict items showing up in crafting menu depending on era Work on era editor window to change item era easily (WIP because implemented on laptop) Add tags to a bunch of items & assign era to a bunch of obvious items
3 Days Ago
Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative)
3 Days Ago
Play particle effect when repositioning. Hook up placeholder effect.
3 Days Ago
Add generic TAA filter to Motion.hlsl
3 Days Ago
reset player pos
3 Days Ago
End level screen
3 Days Ago
Display "Everything" / "Recents" in address bar when those are active
3 Days Ago
Add persistent object work queue to analytics in the same way as object work queue Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
3 Days Ago
CCTV Cameras can now hear in game voice feeds - GetConnectionsWithin can now check connections to players secondary groups to see if they are close enough - Extra connections added to ConnectionsInSphereList as normal
3 Days Ago
Merge from gesturepack
3 Days Ago
renamed some player update animation fbx's
3 Days Ago
Fixed gesture system spamming warnings while on tutorial island Took the chance to clean up a bunch of client side logs when setting up the tutorial island renderer
3 Days Ago
Merge from main
3 Days Ago
Sort recents properly