243,009 Commits over 3,867 Days - 2.62cph!

8 Days Ago
Codegen
8 Days Ago
Merge from main
8 Days Ago
Toggle Time action Camera ignore swingable Tongue ui Test level
8 Days Ago
Add transform widget back to prefab object inspector
8 Days Ago
AddHookAfterTranslucent > AddHookAfterDepthPrepass
8 Days Ago
Don't remove sensor contacts when changing body type, fixes triggers entering without leaving when toggling motion type while inside a trigger
8 Days Ago
Exit tongue state when target is disabled
8 Days Ago
Clothing Updates
8 Days Ago
Undo changes to m_OverrideSubMaterials
8 Days Ago
Added CameraPull to TongueTarget
8 Days Ago
TongueTarget PullingMode and OnTongueHit action Can tongue certain objects towards you. Player can carry objects Fix punchable scaling when grabbed Neutral Jump from a slide will cancel forward momentum
8 Days Ago
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
8 Days Ago
fix issue with tutorial welcome screen not showing, wip welcome screen styling
8 Days Ago
stage 1c - tongue test
8 Days Ago
Gib Unicycle
8 Days Ago
Better ragdoll
8 Days Ago
Composite AO to pipeline rather than blitting, cleanup
8 Days Ago
Update decals_subrect.txt Updated from HL2, to contain 2 new Portal decals You can gravity gun portal energy balls successfully Fixed studiomdl crashing with remapping sequences Remove unused properties on SWEP internals Change how SWEPs store ViewModel/WorldModel/PrintName To get rid of 80 character limit for all 3 fields Remove another unused field from SWEPs Network gravity scale for players, for prediction Reduce network bits for player's drivingmode/player class No server has 2^32 unique classes Network m_bSprintEnabled for prediction (Player:SprintDisable) Fixed insane network load of ManipulateBone* functions Optimize some more player networking m_OverrideSubMaterials array m_iTeam reduced bits (from 32)
8 Days Ago
delete missing prefabs from tutorial map
8 Days Ago
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 SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders
8 Days Ago
Add vpk
8 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 Remove sdf.hlsl (until we meet again 🫡 )
8 Days Ago
Add Motion.hlsl for motion vectors Add generic TAA filter to Motion.hlsl
8 Days Ago
Tongue Improvements, much more responsive while still being physics based
8 Days Ago
Hammer GameObject Scene (You'll need to compile)
8 Days Ago
Commiting prototype instanced rendering that piggybacks off normal CPU batching system - hooks into normal batching system - uses normal occlusion culling system - instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered - uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame - currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers - convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
8 Days Ago
Shadergraph: Get rid of DynamicComboRule( Allow0( D_COMPRESSED_NORMALS_AND_TANGENTS ) )
8 Days Ago
Switched ballista mounted anim to standing Added placeholder hand IK (looks painful)
8 Days Ago
leandisplay color
8 Days Ago
Wildlife hazards can now also inflict basic damage when a hazard is failed. Setup snake bite damage.
8 Days Ago
adjust leandisplay colors
8 Days Ago
Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
8 Days Ago
viewmodel - ammo state/ choosing correct reload states
8 Days Ago
more towing strength adjustment
8 Days Ago
Close CollectionList popup after toggling a collection for now
8 Days Ago
Cancel ballista reloading when unmounting mid-reload Reduced turning speed
8 Days Ago
fix issue with xp bar on solo page, add main menu option to finish menu
8 Days Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
8 Days Ago
restyle ingame frenzy letters
8 Days Ago
Cleanup Use GameObject name explicitly in description instead of setting DMX name
8 Days Ago
Move the shield to the back while reloading a projectile weapon
8 Days Ago
Can't use the ram without starting the engine
8 Days Ago
Recache the viewmodel renderers Added a deploy delay so the player can't block immediately while the deploy anim is playing
8 Days Ago
viewmodel renderer setup
8 Days Ago
WIP rework node querying
8 Days Ago
Deflated nomad suit viewmodel gloves now the hands can be hidden, fixes clipping issues on gestures
8 Days Ago
Removed allowedItems list from Mailbox, this list is now in StorageContainer
8 Days Ago
Better catapult colliders, added lootpanel prefab
8 Days Ago
Added worldmodel prefab and icon
8 Days Ago
merge from fix_quarry_animator_lod -> main