225,842 Commits over 3,714 Days - 2.53cph!

8 Minutes Ago
Min 300m culling for all the pipeline prefabs used in launch, the crate cover & the planters
8 Minutes Ago
Add `minDistanceMultiplier` to RendererLOD to prevent mesh.quality scaling down LODs for low settings - fixes windows becoming opague at low graphics settings Apply min LOD scaling of 100% to all the prefabs with windows (airfield towers, launch site warehouses, launch site rocket building)
1 Hour Ago
beard adjustments / fixes
3 Hours Ago
Fix windows of rocket puzzle building becoming opague past 60m
3 Hours Ago
Fixed not seeing gaps in windows in launch site warehouse buildings past 100m
3 Hours Ago
Fix not seeing gaps in airfield tower windows in launch site by increasing LOD1 from 40m -> 350m
3 Hours Ago
Fix a bunch of prefabs inside launch site that cull at 100m - 200m -> 300m (network range)
4 Hours Ago
Add CompilerName and AdditionalFiles to CodeArchive Add CompileCodeArchive test
Today
Remove model check in CMeshSystem::ChangeModel, this function needs to run even if it's the same model for model reloads
Leaderboard backup, run #11850
Today
We could actually interpolate the body transforms on the client like this
Today
Don't cache null types in AssetType.FromExtension. Fixes GameResource assets not appearing in projects that use libraries. Fixes Facepunch/sbox-issues#5498
Today
Configurable sensor range
Today
We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders
Today
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias
Today
Graphics.PrepareTextureForUse -> Texture.MarkUsed (Doesn't need a graphics context now) Terrain marks all its textures as used for streaming - this could be done more intelligently in the future with certain regions only using certain textures Fix sbuffer packing Fix errors TerrainMaterialEditor autofills _normal _rough etc etc Basic height blend https://files.facepunch.com/matt/1b1711b1/sbox-dev_0JNrWPuC9N.png
Today
Clear any old slack levels when poolin a new a wire
Today
Fix translucency being fucked on S_MODE_DEPTH without MSAA enabled, make depth fast path actually be faster on it, we don't have coverage to alpha without MSAA so we need to do this manually on vulkan, reference this for sbox/issues/1543 as well https://files.facepunch.com/sampavlovic/1b1711b1/Untitled2.png
Today
reapplied lantern fixes
Today
latest blunderbus viewmodel anims export
Today
add setting to lock scene camera rotation fix incorrectly sized gizmo hitboxes in ortho view replace remaining direct scene camera transform accessors tweak sprite gizmo hitbox scale in ortho views
Today
Detect nearby explosive ammo hits
Today
Remove file.AsyncRead from menu state entirely, since its broken anyway Added new shader parameters to `Core` shader $ENTITYORIGIN $DIAMETER (They are case insensitive) Added $BASETEXTURESPEED,BASETEXTURE(2/3)SPEED for VolumeClouds shader forgot this file for asyncread concommand autocomplete tokenized arguments argument Port hack for Portal 2 .wavs that are actually .mp3s Remove Episode 2 exclusive soundscapes from gm_construct
Today
Increase charger run speed to 180u/s
Today
New Clothing Piece! - Cowboy Hat and Sleeveless Jacket First passes of the cowboy and sleeveless jacket assets LODs and further skinning adjustments coming ASAP. https://files.facepunch.com/daniel/1b1711b1/ApplicationFrameHost_3qpuuGFpGa.jpg
Today
Optimised explosion detection
Today
Shadow improvements. Also fixed the related strobelight issue.
Mark a door as technically open if the starting rotation is non-zero, means you can push preset ajar doors
Minor adjustments to door to match design
Adjust base door rotate speed
Today
Some basic stats
Today
Added a fix for the flare regression, and made it behave better from the side.
Make doors behave as we wanted them to
Today
Make async optional, make CameraComponent still be async since we are not waiting for any other operation than itself
Today
Fix exit in lobby
Today
Fix hatch materials Refactor maze generator object placement Try to place exit in difficult place
Fix NRE
Yesterday
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Yesterday
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Yesterday
Add MusicPlayer.TargetMixer
Yesterday
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Yesterday
RenderTarget refactor, becomes its own class and manages frame start/end/sync
Yesterday
Fix ragdolls not spawning for other players
Yesterday
Mazer collision tweaks
Yesterday
dash fire death panel boss nametag sfx wip
Yesterday
Fix nullable error
Yesterday
Merged main into io_seismic_sensor
Yesterday
Yesterday
Support compiling from a MemoryFileSystem Re-implement / simplify FastPathTest Fix test host process crashing in TestCompiler
Yesterday
Support compiling from a MemoryFileSystem Re-implement / simplify FastPathTest Fix test host process crashing in TestCompiler