225,850 Commits over 3,714 Days - 2.53cph!

1 Hour Ago
S2P Launch site
1 Hour Ago
Modified the launch site scene - a few generators & the overhang on recycler building were overriding the RendererLOD state to 100m
1 Hour Ago
Fix dockwall_stairs_600 missing a material causing the top to look transparent
4 Hours Ago
List libraries on front page Put reviews on their own page Hide empty namespaces in api/all Basic api search
5 Hours Ago
Fix Project.HasCompiler logic to look for any compiler (resolves sbox-issues/issues/5531)
5 Hours Ago
Fix ticket booth windows going opaque past 60m
5 Hours Ago
Fix pillar in front of triple boost building being culled past 75m
6 Hours Ago
Set culling to 300m on tire stack, launch site grills in front of rocket building, walkways up the back, pickup truck Fix green card room windows going opague <300m
Today
Min 300m culling for all the pipeline prefabs used in launch, the crate cover & the planters
Today
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)
Today
beard adjustments / fixes
Today
Fix windows of rocket puzzle building becoming opague past 60m
Today
Fixed not seeing gaps in windows in launch site warehouse buildings past 100m
Today
Fix not seeing gaps in airfield tower windows in launch site by increasing LOD1 from 40m -> 350m
Today
Fix a bunch of prefabs inside launch site that cull at 100m - 200m -> 300m (network range)
Today
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
Yesterday
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias
Yesterday
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
Yesterday
Clear any old slack levels when poolin a new a wire
Yesterday
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
Yesterday
reapplied lantern fixes
Yesterday
latest blunderbus viewmodel anims export
Yesterday
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
Yesterday
Detect nearby explosive ammo hits
Yesterday
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
Yesterday
Increase charger run speed to 180u/s
Yesterday
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
Yesterday
Optimised explosion detection
Yesterday
Shadow improvements. Also fixed the related strobelight issue.
Yesterday
Mark a door as technically open if the starting rotation is non-zero, means you can push preset ajar doors
Yesterday
Minor adjustments to door to match design
Yesterday
Adjust base door rotate speed
Yesterday
Some basic stats
Yesterday
Added a fix for the flare regression, and made it behave better from the side.
Yesterday
Make doors behave as we wanted them to
Yesterday
Make async optional, make CameraComponent still be async since we are not waiting for any other operation than itself
Yesterday
Fix exit in lobby
Yesterday
Fix hatch materials Refactor maze generator object placement Try to place exit in difficult place
Yesterday
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