179,025 Commits over 3,075 Days - 2.43cph!

6 Minutes Ago
fixed some more casters
44 Minutes Ago
moved flick logic to the pieces, made flicking networked (maybe?)
1 Hour Ago
Fixed -tools not starting if `ServerAddons.TryAdd()` returns null
1 Hour Ago
Update TD timings
2 Hours Ago
bespoke shadow proxy models for space_center_office_bld a/b/c
3 Hours Ago
got cursor working and basic traces working rudimentary flicking disable team colours for now
3 Hours Ago
bespoke shadow proxy model for space_center_roof_module
4 Hours Ago
coaling tower culling distance change added door at the end of the suspended walkway
4 Hours Ago
merge from main
Sam
4 Hours Ago
Remove jni_env and app_resources, gotta work around that, start building for Android AARCH64
5 Hours Ago
Ammo icon
5 Hours Ago
Pistol, clothing Basic NPC movement Lock on, bullet damage, zombie ragdolls Bigger lock on, re-enabled AI movement Reload animations Show ammo count on UI
Sam
6 Hours Ago
Add glslang
Sam
Today
Remove multigpu from vulkan, readd GetMaxDeviceAccessThreads() Fix typos on coreclr and remove unittests from group Add preliminary Developer-Android-Buildall batch
initial commit
Today
Fix compile errors
Merge from main
Today
Initial commit Initial commit Disable duck and jump, player rotation fixes Proper handling of moving between angled camera spaces
Add tt_debug_gamestate
Programmatically assign audio reverb Serve paddle sound differs from hit responses
Today
Asset compile Chatbox keeps its history, lets you scroll through it
Update .addon metadata
Style the name tags based on team
Add name tags
Fixed who gets the score after 1 bounce
More work on solidifying game flow
Quick and nasty reset button on the VR controller
Teach the player about serving if they can't serve properly
Today
Backup 2022/08/07 23:00:00 UTC
Bunch of work on game state and game init
Today
▋▌█▋▊▅▅ ▍▋▇▇▋▆ - ▋▇▍▅▋ ▌▇▄▇ █▄▊▇▄▅ ▊▇▇▋▍▉ - ▌█▇▋▉ ▍▇▅▍▋▊▇▅ ▌▌ ▌▇█▇▉▊█ ██▄▇▅▄ - ▇▇▄▊ ▌▋▌▌ ▉█▆ ▍▍▍▇▊ ▇▇▅▅ ▆▌▍ ▍▇▇▌█▍▍▊ ▆▌▇▋ ▊▋▄█ █▍ ▍▆▍▅█▊▊ - ▄▋▄▋▅▍▌ ▉▇ ▅▆ █▌█▍ ▉▋ ▍▄▉▅ ▋▍ ▇▌▋▆▆▉ - ▄▋▍▋▆ ▇▆▍▍▄▌ █▆ ▆▊▌▄▉ ▉▄▊▆▅▇▄▉ ▇▌▋▌ ▇▊ ▉▍▇█▆▊▊ - ▄▊▊▋▍ ▆▅▌█▇▉▋▆▋▅ ▌▋▉▊▋▊▄ █▆▄▋▅▍ ▇▌▅ ▉▇▍ █▇▍█▆▄▍ ▊▌ █▅▅ ▅▍█▄ ▉▌▊▍▍ ▄ ▆█▋ ▆▄▆▉ ▊▅▍▇▆▆▋▌ ▇▆▉.
Today
Inventory styling
Today
Remove grenade launcher's self delete & weapon switch
Today
Added jumppad model
Today
Fix capsule shapes
Today
Add UI button sounds
Today
Show empty weapons in inventory list Fix inventory icon sometimes displaying active state wrongly Fix lightning gun showing laser when empty
Today
Cleanup Rebuild settings post template applied Add button to restore default settings Use DisplayInfo for settings Setting menu can scroll
Split out game debugging stuff, added more debug options
Hooked up paddle hits, work on deciding who wins a round
quick surface setup for player material updates, collider updates quick colour setup, set proper camera transforms
Today
Backup 2022/08/07 17:00:00 UTC
Today
Added Color[32].FromRgb[a] Color[32] property consistency cleanup Added some Color[32] tests
Sam
Today
Initial work for tiled light sorter Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms Evaluate cubemaps and lights on compute shader Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae. Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨 Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job Pass radius of light to shader so we dont need a sqrt operation on culling Sample shader to visualize tiled rendering Revert "Pass radius of light to shader so we dont need a sqrt operation on culling" This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525. Fix driver crash on Nvidia Fix 'LightSim_MaterialTint has inconsistent value' warning Put tiled code on vr_lighting Much simplify sphere and box intersection tests, add bounding area for nearby tiles Tiled rendering for valve standard shading tiled rendering for envmaps on valve standard shading Correct box hit algorithm for tiled light builder Fix shadow rescaler Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps Fix shader compilation Fix spritecard compilation Initial work for VR Instancing for tiled light rendering Fix glows in Vr while we're at it, still pending rewrite Preliminary support for VR in tiled light builder, include objects Remove magic number and reproject view for tiled light builder Treat warnings as errors on shader compilation on internal builds Make tile resolution proportional https://i.imgur.com/2knXfUw.png Fix light typo on vr_lighting Fix warnings on standard shading model Iterate on tiled light builder Fix data races on tiled light builder Fix warnings from core shaders Use 48 wide pixels for each tile Fix Z-Fighting when cubemap bounds is the same as the geometry Update tiled light builder shader objects Fix warnings on blendable and commit shader objects Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute Add r_tiled_rendering convar Update shader objects GPU driven Depth Culling for tiled rendering Use half tile offset for tile coordinates Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum Add BindingFlags.NonPublic to SetPropertyObject Depth prepass culling for envmaps too, cleanup fix envmaps being fucked up Return max depth for tile, update object files Add r_tiled_rendering_depth_cull Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦 Tiled Rendering Support Reduce queryable size of sphere, optimizes tile volume skip backfacing queries on tiled light builder Cleanup, dont pass depth on non depth prepass Transform camera ray, fix typos when doing box intersection, oops You should be seeing the good perf gains from tiled now fix last cubemap not being sorted Initial boilerplate Merge branch 'hackweek-android-quest2' of sbox into hackweek-android-quest2
Sam
Today
Reduce queryable size of sphere, optimizes tile volume skip backfacing queries on tiled light builder Cleanup, dont pass depth on non depth prepass Transform camera ray, fix typos when doing box intersection, oops You should be seeing the good perf gains from tiled now
Today
Add command line switch to change physics module
Today
Disable collision for kinematics for now, many intersecting kinematics (server side bodies on client) seem to be completely fucking up the simulation, causing everything to fall through world https://files.facepunch.com/layla/1b0711b1/sbox_0061_Trim.mp4
Yesterday
Backup 2022/08/07 11:00:00 UTC
Sam
Yesterday
Initial work for tiled light sorter Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms Evaluate cubemaps and lights on compute shader Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae. Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨 Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job Pass radius of light to shader so we dont need a sqrt operation on culling Sample shader to visualize tiled rendering Revert "Pass radius of light to shader so we dont need a sqrt operation on culling" This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525. Fix driver crash on Nvidia Fix 'LightSim_MaterialTint has inconsistent value' warning Put tiled code on vr_lighting Much simplify sphere and box intersection tests, add bounding area for nearby tiles Tiled rendering for valve standard shading tiled rendering for envmaps on valve standard shading Correct box hit algorithm for tiled light builder Fix shadow rescaler Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps Fix shader compilation Fix spritecard compilation Initial work for VR Instancing for tiled light rendering Fix glows in Vr while we're at it, still pending rewrite Preliminary support for VR in tiled light builder, include objects Remove magic number and reproject view for tiled light builder Treat warnings as errors on shader compilation on internal builds Make tile resolution proportional https://i.imgur.com/2knXfUw.png Fix light typo on vr_lighting Fix warnings on standard shading model Iterate on tiled light builder Fix data races on tiled light builder Fix warnings from core shaders Use 48 wide pixels for each tile Fix Z-Fighting when cubemap bounds is the same as the geometry Update tiled light builder shader objects Fix warnings on blendable and commit shader objects Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute Add r_tiled_rendering convar Update shader objects GPU driven Depth Culling for tiled rendering Use half tile offset for tile coordinates Depth prepass culling for envmaps too, cleanup fix envmaps being fucked up Return max depth for tile, update object files Add r_tiled_rendering_depth_cull Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦 Tiled Rendering Support
Sam
Yesterday
Add r_tiled_rendering_depth_cull