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248,697 Commits over 3,928 Days - 2.64cph!

5 Hours Ago
Add missing conversion formy-up to z-up for navmesh Added to GetClosestPoint & GetRandomPoint
Today
Don't show recompile button for assets that don't have source files
Today
Refresh collection for list and dictionary control widgets if collection has changed - Fixes game resources not saving lists after first save
Today
Mac: Fix sed and FILE struct for mac, should work on linux too, I'll double check, getting this to boot on mac/linux again and slowly trickling this branch to master
Today
Forgot to make some enums internal whoops
Today
Move navigation from C++ to C# (#1752) Replace C++ version of detour & detour crowd with a C# version. Managed version should behave exactly the same as the native version. If not, please yell at me. Achieved by using dotrecast as base - Refactored the shit out of it - Optimised it, so the managed performance comes close to the native version. Navmesh generation (recast) is still in C++.
Today
Add Facepunch Copyright to comply with zlib license
Today
Improve cycle detection Format
Today
Obsolete GpuBuffer.UsageFlags.Counter, Structured and Append both have it automatically, this flag was only for D3D11. Both VK and D3D12 behave the same way for this.
Today
Fix out of bounds in overlappoly Hacky path cycle detection
Today
Don't apply cubemap fog to camera if it's render excluded Don't apply skybox tint to cubemap fog if it's render excluded
Today
Fix envmaps not checking view tags - Fixes skybox with indirect lighting not being able to render exclude Dirty render of scene cubemap on EnvmapProbe tags change, it's probably needed
Today
Whitelist System.IParsable Closes Facepunch/sbox-issues#7253
Today
Whitelist System.UInt128 Closes Facepunch/sbox-issues#6892
Today
Whitelist a few assembly attributes a library was using
Leaderboard backup, run #16517
Today
show more leaderboard entries transform api changes
Yesterday
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Yesterday
Shadergraph: Make enable shadows option work again
Yesterday
Fix scene rendering widget incorrect gizmo cursor ray when using different DPI
Yesterday
Couple of NRE fixes from reported exceptions
Yesterday
RandomSoundStart NRE fix CardDeck.Pop exception fix
Yesterday
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Yesterday
Vulkan: Structured buffers also have a UAV hidden counter
Yesterday
Start removing unused from native asset preview system
Yesterday
Fix crash trying to load invalid base_model_resource
Yesterday
Fix typos
Leaderboard backup, run #16493
2 Days Ago
Apply cubic scaling to motor max torque
2 Days Ago
musicmanager cleanup
2 Days Ago
Bounding box calcualtion for spline components
2 Days Ago
Build physics aggregate with initial scale so ModelPhysics can at least spawn scaled (no dynamic scaling)
Leaderboard backup, run #16480
2 Days Ago
merge from primitive
2 Days Ago
Compile fix
2 Days Ago
Delete public/renderablesystem there's nothing in here
2 Days Ago
Delete texturedictionary.vpc
2 Days Ago
Delete inputsystem.vpc, this was moved to engine2
2 Days Ago
Delete these unused files from tier3
2 Days Ago
merge from primitive
3 Days Ago
Add GpuBuffer.UsageFlags.Counter for usage with structured buffers Enables IncrementCounter and DecrementCounter in HLSL Can also use GpuBuffer.SetCounterValue and GpuBuffer.CopyStructureCount These both previously and still do work with Append buffers Added default 0 offset parameter to GpuBuffer.CopyStructureCount
3 Days Ago
Delete resourceinfo utils project
3 Days Ago
Delete surface properties compiler
3 Days Ago
Delete post processing compiler
3 Days Ago
Delete vmix compiler
Leaderboard backup, run #16469
3 Days Ago
scaffold tarp material, tileset progress, plywood track material tweaks
Leaderboard backup, run #16459
3 Days Ago
music stuff and curse stuff updated spritetools
3 Days Ago
Delete itoolclientsimulationapi, itoolgamesimulationapi and everything that goes along with it