223,892 Commits over 3,684 Days - 2.53cph!

21 Minutes Ago
Fix file move on vpc for shadowmap_texturebarrier_renderer.h
24 Minutes Ago
Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply Pass per view lighting constants to shadow, transition barriers to fog
30 Minutes Ago
packaged food finished textures
48 Minutes Ago
narrow track pieces, fixing various issues with normals and face directions
56 Minutes Ago
merge from Tier3CrateRotationFix
57 Minutes Ago
merge from cargo_double_dock
58 Minutes Ago
merge from hobobarreliconfix
59 Minutes Ago
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1 Hour Ago
merge from fix_uncompressed_tags
1 Hour Ago
merge from teslacoil_igniter_damagepickup
1 Hour Ago
merge from nexus
1 Hour Ago
merge from fix_storage_adapter_blocking_looting
1 Hour Ago
merge from helk_qol_01
1 Hour Ago
fixed black line at top of hobobarrel icon
1 Hour Ago
merge from helk_qol_01
1 Hour Ago
Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight
1 Hour Ago
More test items
1 Hour Ago
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2 Hours Ago
Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system
2 Hours Ago
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it
2 Hours Ago
Added private activity functions util.GetActivityNameByID util.GetActivityIDByName util.GetAnimEventIDByName All are shared, including util.GetAnimEventNameByID
3 Hours Ago
fixed muted spread of incendiary rockets, updated visuals
4 Hours Ago
sks holster position updates
4 Hours Ago
3p sks updates
5 Hours Ago
Fixed dragging backpack / diving tank onto equipped backpack going into backpacks inventory instead of swapping items (or doing nothing)
5 Hours Ago
Improve verbosity and detection of "CMaterial::Draw(): StretchDIBits failed " In hammer Merged Pull Requests * Removed duplicate id attribute on gmfilter_rev input which breaks ReverseFilter() * TTT: Replace deprecated GetConVarNumber/GetConVarString usage * Optimized skypaint matproxy
5 Hours Ago
Fixed color modify defaults not resetting "invert color" setting Replace some usages of debug.getregistry()
5 Hours Ago
Improve verbosity and detection of "CMaterial::Draw(): StretchDIBits failed " In hammer Merged Pull Requests * Removed duplicate id attribute on gmfilter_rev input which breaks ReverseFilter() * TTT: Replace deprecated GetConVarNumber/GetConVarString usage * Optimized skypaint matproxy
6 Hours Ago
reduced cost of incendiary rockets and slightly increased damage reduced gear cost in HMLMG removed tech trash from drone crafting cost
6 Hours Ago
Line anchors now updated based on a client side event
6 Hours Ago
actually replace getconvarstring usage this time (#2077)
6 Hours Ago
Restored door controller 'Power In' input old behaviour and removed the new 'Toggle' input - so they act as before and just benefit from the new 'Open' and 'Close' inputs
6 Hours Ago
Optimize skypaint matproxy (#2068) * Optimize skypaint matproxy * Remove localized functions * Readd leading newline
6 Hours Ago
Updated mesh and materials
6 Hours Ago
remove duplicate id on input which breaks ReverseFilter() (#2079)
6 Hours Ago
increased roadsign armor condition decreased metal plate craft cost from 25 to 18 hqm
6 Hours Ago
hv ammo craft yield increased to match non hv ammo torpedo craft yield increased to 5 from 3 slightly increased torpedo surface accuracy submarine duo fires torpedos slightly faster than solo
6 Hours Ago
Removed other factors that could be contributing to far away orbit zones Further changes to no go zone sizes
Today
Fixed PostProcessVolume reference in "effects - explosion" breaking radial blur and lens dirtiness
Today
Shift StartCentered property and logic out of Widget and into Window/BaseWindow, plus special cases fixes for splash and launcher Prevent main editor window from attempting to centre on itself
Today
reduce hv ammo gp cost
Today
Fix hover looting clothing inside full backpack not doing anything
Today
Codegen adds Sandbox.Internal.IWantsOnUpdate etc. when those methods are found on Component derived classes New update mode, iterating over components with IWants interfaces Sandbox.Game convars work in editor again Run legacy game loop on older assemblies
Today
small clean up of style
Today
Camera placements for other menus
Today
Update menu.scene
Today
Port over Opium menu camera
Today
radtown scene update
Today
building generic trims textures generic door frame, window frame models, prefabs updated radtown buildings
Today
Move ControlModeSettings into Sandbox.Engine (from tools addon) Launcher displays VR button for projects with VR support Add quick editor option to enable/disable VR without restarting the editor