248,620 Commits over 3,928 Days - 2.64cph!

2 Months 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 VrMonitor goes long unused since we removed SceneMonitor & VR Multiview 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 AO on lighting pass GTAO stub, remove sdf.hlsl (until we meet again 🫡 ) Iterate gtao Iterate GTAO Iterate GTAO Calculate gtao depth and normals properly, use inverted depth for gtao Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats Remove old SDF functions entirely (byebye) Iterate GTAO, works almost perfectly ingame, add noise function to it [pick] Add Motion.hlsl for motion vectors Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer Update texture formats and remove unused code Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation Proper TAA, option for spartial or temporal blur SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness Add generic TAA filter to Motion.hlsl Sensible defaults and final tweaks Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
2 Months Ago
Show unambiguous ident subdirectory path in project creator window, resolves Facepunch/sbox-issues#6609 Bring back automatic default project names (My Project 1, 2 etc) now we use idents for project subdirs (and have for ages) Smite the random third-party cloud references in core assets
2 Months Ago
Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
2 Months Ago
Got wall jumping working proper, can also cling onto certain rotating platforms Proper wall sliding friction GroundSlam working with new controller Diving Velocity Adjustments
2 Months Ago
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
2 Months Ago
refinery map updates
2 Months Ago
Show file name + extension
2 Months Ago
Show asset name if only deleting one asset https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png
2 Months Ago
Fix server build error
2 Months Ago
Increase Step Height ClimbingAbility working with new controller Fix DiveAbility and more climbing issues
2 Months Ago
report_copy_steamid -> main
2 Months Ago
Minor cleanups
2 Months Ago
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
2 Months Ago
The wolf can now lie down or scratch its ears instead of just standing still
2 Months Ago
Optim: Avoid expensive reserializations when trees de-/spawn - Controlled by TreeManager.UseLazySerialization, enabled by default - Tracked by LazyUpdate scopes - Simplifies some profiling scope names - Added OnTreeDestroyed profiling scope This should save us 0.25ms per cell reserialization on larger worlds. Tests: local multiplayer session, connected, destroyed a tree, reconnected. Confirmed tree impostor wasn't there and profiling scopes showed lazy serialization. Disabled lazy serialization and reconnected - still good and no spikes in profiler on chopping down trees.
2 Months Ago
Sensible defaults and final tweaks
2 Months Ago
Battering ram constructable prefab and item setup Fixed missing animator
2 Months Ago
Fix editing method bodies from outside component editor
2 Months Ago
Add missing files
2 Months Ago
Add era convar Restrict items showing up in crafting menu depending on era Work on era editor window to change item era easily (WIP because implemented on laptop) Add tags to a bunch of items & assign era to a bunch of obvious items
2 Months Ago
Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative)
2 Months Ago
Play particle effect when repositioning. Hook up placeholder effect.
2 Months Ago
Add generic TAA filter to Motion.hlsl
2 Months Ago
reset player pos
2 Months Ago
End level screen
2 Months Ago
Display "Everything" / "Recents" in address bar when those are active
2 Months Ago
Add persistent object work queue to analytics in the same way as object work queue Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
2 Months Ago
CCTV Cameras can now hear in game voice feeds - GetConnectionsWithin can now check connections to players secondary groups to see if they are close enough - Extra connections added to ConnectionsInSphereList as normal
2 Months Ago
Merge from gesturepack
2 Months Ago
renamed some player update animation fbx's
2 Months Ago
Fixed gesture system spamming warnings while on tutorial island Took the chance to clean up a bunch of client side logs when setting up the tutorial island renderer
2 Months Ago
Merge from main
2 Months Ago
Sort recents properly
2 Months Ago
Fix FindItemsThatStartWith
2 Months Ago
Reverted catapult's textures meta unwanted changes in 106265
2 Months Ago
Merge from halloween24
2 Months Ago
Remove the WaterVisibilityTrigger from MineDungeon, possibly causing missing water when exiting the halloween dungeons
2 Months Ago
adjusted metal_trim_rust_01 mat
2 Months Ago
Implement basic viewing of net stats per connection in Networking tab of Console - GetStats public on Connection for this to be available ( https://files.facepunch.com/conna/1b2111b1/Medal_Pzi3rxHXV8.mp4 )
2 Months Ago
Updated FGD files Minor cleanups nav_blocked event Last Played iteration in server browser
2 Months Ago
merge from main
2 Months Ago
Clothing Updates
2 Months Ago
Optim: Preserialize the tree grid before sending to the player - Added ClientRPC overload that accepts a MemoryStream to support above - Early out of the tree streaming logic if no players are in the streaming queue Local test on 4.5k Proc world showed that it took ~1m to stream entire world for 1 player instead of previous 3.5m Tests: minimal, booted procgen map in CLIENT+SERVER local session, waited until everything streamed in
2 Months Ago
Merge from relationship_manager_dangling_profiler_sample_fix
2 Months Ago
Import PhysicsCharacter from scenestaging Initial Implementation of Physics Controller. Got the player moving and Abilities (mostly) working, just need to port Ability-s to BaseMove-s
2 Months Ago
Delete -vpfix from studiomdl.exe Has unwanted sideeffects StudioMDL: Fix models with more than 65k vertices breaking up Merged some changes from CS:GO's studiomdl Add support for BONE_HAS_SAVEFRAME_ROT32 Fixed animations from newer mdl versions not playing in GMod Move default console position to the left a bit So it does not obstruct certain UI elements by default Fix "nav_blocked" event not being registered Prevent crashes to do with removal of world entity (another method)
2 Months Ago
Adjust how we disable self-unblocking for Lua-blocked navmeshes Adds NAV_MESH_BLOCKED_LUA Navmesh auto-blocking checks now run on map start/cleanup Makes certain code that was meant to run on map cleanup to actually run now. Also updates blocked status of nav areas on map load TTT: fix ragdoll not being created if ttt_dyingshot is on Community contribution FF & NeoTokyo spawnpoints + Map Category (Community Contribution) Rework how spawnpoint entities are added in base gamemode One file now, not 25 duplicated files. Minor code cleanups Linux: Do not ExecuteToPriority if there are no jobs This addresses slowdowns on Linux (srcds?) to do with the filesystem garrysmod-issues/issues/5932 +1 the month in the server browser last played Iterate over Server Browser Last Played marker Also localize the string
2 Months Ago
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2 Months Ago
Refactor wolf fsm to be easier to maintain and extend
2 Months Ago
add configurable offsets for coverage and instability noise gen