257,390 Commits over 4,018 Days - 2.67cph!
Build unique vertices for models to make use of index buffer
Leaderboard backup, run #
18653
orbiter shield
orbiter shield perk
orbiter lens perk, etc
fix perk display text issue
handle removing certain perks
fps camera fov interaction
perk remove floater
Dispose active sound handles on app exit, fixes annoying refcount assert
v_recoillessrifle: VMDL & animgraph setup
Merge from jungle_update (better croc underwater behaviours)
- Have crocs properly dive to reach underwater players
- Increase croc acceleration when in water
- Increase tracking of underwater attack to avoid disconnected hits that feel unfair
Have swimming agents like the croc, project target locations to the sea floor before pathfinding
Add collision mesh to models so they can be selected in editor
When sampling around AI, use agent position instead of transform, as for croc agent can be on the sea floor while entity is on the surface, causing samples to fail
Add ModelBuilder.WithName so that mounted procedural models have correct path
Fix div by zero in crowd simulation
Fixed server sending repair blocked errors in english instead of using the client language
merge from softcore_update
Fix material preview when dragging materials from the asset browser.
Material application no longer outlive the preview.
Fix being unable to undo changes.
https://files.facepunch.com/lolleko/2025/March/29_09-45-AnxiousMangabey.mp4
Fixes sbox-issues/issues/7578
Mount tree-node works
Fix generic icon error
Leaderboard backup, run #
18629
multiple asset tweaks
airduct kit material adjustment
bulkhead + industrial strip light added tint masks
recompiled couple metal trim mats to fix compression issues
toggle tint masks for vert paint on floor_steel_diamond_plate_blend mat
tweak older concrete_glossy mat (will probs remake this soon)
concrete_polished_01 tweaks
added cable_a_tint mat variant
improved dirt_ground_02 normal map
Update all new animals to use OnAttacked instead of Hurt to properly apply bleeding
Reduce tiger damage, but have it inflict bleed (previous commit didn't go through)
Reduce tiger damage, but have it inflict bleed
add biome overrides for river normal strength, also share biome weight fetching code
Add wake disturbance to croc
merge from fix_ownership_tape_recorder -> main
Fix cassette recorder losing item ownership when it's thrown into the world and picked back up
Fix croc spamming turn anim
Add some more placeholder audio to croc
water mask culling progress
vfx_vulkan: Separate the shared VS/PS/GS dynamic descriptor set into per-stage dynamic sets
Reworks the single uber dynamic descriptor set containing every stage
into 3 much smaller sets for each stage (VS/PS/GS).
The main purpose of this is to remove the restrictions of not being able
to use VK_EXT_graphics_pipeline_library with uniform texel buffers,
storage images, storage buffers, storage texel buffers.
(And we use a lot of dynamic StructuredBuffers now)
Previously the only solution would be forced usage of a static descriptor
set, however that isn't feasible for UGC or an easy to use engine.
The layout now is:
Dynamic set 0 - VS/CS
Dynamic set 1 - PS
Dynamic Set 2 - GS
Set 3+ - static sets
rendersystemvulkan/materialsystem2: support dynamic descriptor sets
Backport latest CPipelineManagerVulkan from Valve mainly
providing support for dynamic descriptor sets and additional
graphics pipeline library support.
Backport some materialsystem2 changes to support dynamic descriptor sets
although there is a lot of divergance.
Force rebuild all shaders with descriptor set changes
rendersystemvulkan: descriptor pool sizes match VFX_MAX enums
materialsystem2: Do not add UAVs from external descriptor sets
materialsystem2: Only MapOpBindTexture for dynamic descriptor sets
rendersystemvulkan: Fix validation error loading from the pipeline cache - DanG
rendersystemvulkan: Reset constant buffer bindings
materialsystem2: Mark explicit fallthrough
materialsystem2: Fix logic for updating CBs in descriptor sets
Temp: All layers get per view lighting constants (these are probably worthy of a static descriptor set)
Some debugging..
Temp: Disable bloom layer - throwing too many errors which makes debugging impossible
merge from fix_deployable_corpse_place_lock -> main
Fix being able to put locks on deployable corpses (it didn't do anything but good to fix)
merge from softcore_update
merge from softcore_update/deployable_corpse
Fixed vending machine gibs not using skins
Combined gibs mesh for all corpses
Cleanup, fixes
Mesh combiner now supports meshes with different materials, creates one submesh per material
Added tool to automate corpse gibs mesh combining (took me way more time than doing all of them by hand, classic)
Removed GibsSimulator component on retro tc corpse (editor component)
Standalone: Add `materials/error.vmat_c` to core whitelist
Added vending machine corpse