188,190 Commits over 3,197 Days - 2.45cph!

13 Days Ago
Fixed quality for normals
13 Days Ago
Fixed env fish above water
13 Days Ago
GunfightSpawnPoint Team is checked when querying for a suitable spawnpoint
13 Days Ago
Fix shader resources not hotloading properly
13 Days Ago
Added GunfightSpawnPoint
13 Days Ago
Final'ish lighting for Outpost
13 Days Ago
War: Basic game loop running
13 Days Ago
Drain tickets, 1 per capture point every 5 seconds, also on death
13 Days Ago
cherrypick 76892
13 Days Ago
Early out of everything if water layer is not visible
13 Days Ago
Initial commit
13 Days Ago
Remove GameResource.Load, huh
13 Days Ago
Added proper contesting / capturing UI states to capture point markers Stop showing CapturePanel if you've already captured the point Notify game participants when a capture point is taken
13 Days Ago
Move shader resource to engine Remove compile function from game resource, resources shouldn't have this, what if we're not in tools mode?
13 Days Ago
Delete created sound(scape) entity when drag'n'dropping outside of a Hammer view Fallback code for Hammer drag'n'drop assets with spaces in their path
13 Days Ago
Remove bullshit from shader resource, only add things when we need them
13 Days Ago
Cleanup and fix exceptions in ShaderHooks
13 Days Ago
Faceting in package selector wip
13 Days Ago
Merge in roof fixes
13 Days Ago
Rearrange checks & add a few comments
Sam
13 Days Ago
Initial rebase of shader assets into master Fix things from shader assets rebase Recompile all vmat files Strip mod from d3dinclude Put certain shader of materials inside folders and strip extension Readd reflection data when compiling vfx Don't fixup filename of resources tagged RESOURCE_TYPE_NONE, allows for any filename to be set as a reference Reference shaders used as a dependency in compilematerial Fix some icon types not being generated Fix gameresource attributes not showing properly, fix warning on a material Remove LoadInternal, simplify and clean stuff Move compiled load of gameresource to gameresource Glue LoadKeyValues3File so we don't need to load the entire KV3 blob to read it's header, give support to loading KV3 in GameResource, cleanup LoadCompiledInternal, also add support for eventual custom loading of gameresource Load GameResources from addons when they are registered, previously they wouldn't be loaded properly Don't bother compiling shaders if we don't have the source Don't bitch that it's a binary blob when reading a KV3 to json, it writes the nuance that we want to the member Start exposing reflection data on shader resource Fix metadata being erased on shaders :S Preliminary reflection info for shader resources Bitch when we're trying to load a shader with legacy name Fix ShaderMetadata Rebuild all materials for good measure Make OpenInPrimaryTool a bool and return if we want to open in an external tool, make it have priority in Asset.OpenInEditor Add vfx to enginetools path Fix replacement shaders not being loaded correctly Append .vfx when loading compute shader since we treat them as direct files now Reference compiled shader rather than source on material dependency tree Fix partial shader loading requests on reload Fix default mode on toolswireframe's unified shader Serialize combos and which programs are used to kv3 Use new GetShaderFullPath instead of the deprecated GetAbsoluteShaderPath everywhere Much better organize shader resource fields Add ReadOnly stub attribute for DisplayInfo Fix loading game resource when we don't have a compiled version Pass each shader program as a field rather than a string when serializing to kv3, makes it better to organize it, also clean it up every time we compile Don't add saving to assets tagged readonly Update shaders Update materials again Don't add fields on empty stuff on serializing shaders, cleanup ReadOnly property for ShaderResource Don't warn that no tool was found since we return the value, make vscode have higher priority on opening text based assets Kill any simultaneous and append shaders from previous compiles, make warnings Yellow rather than Red Rebase fixes
13 Days Ago
merge from steam_auth_tracking
13 Days Ago
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13 Days Ago
Experimental tool to edit entities from map classes
13 Days Ago
Rows setup wip
13 Days Ago
Update to deserialize new api Handle trying to load null image Switch everything to the new api
13 Days Ago
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13 Days Ago
Update sbox-csg
13 Days Ago
Update sbox-csg
13 Days Ago
Fixed case where hull neighbours wouldn't update
Sam
13 Days Ago
Fix directional AO shipping without actual directionality
13 Days Ago
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13 Days Ago
Fix tests Procedural tags Add game: tagging to map Give sort options in package/find so we have a single source to provide these Fix default ordering logic
13 Days Ago
Entities can use GameResource types in properties Styling consistency for game frame comboboxes Hovering asset list will show asset path in status bar
13 Days Ago
Added Thoughts and some generic thoughts for invalid placement of construction pieces and deployables https://files.facepunch.com/conna/1b2211b1/sbox-dev_3TTHzT5GR3.mp4
13 Days Ago
Organising of Hair / Parented + New Baseball Cap reskins
13 Days Ago
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13 Days Ago
Fix addons targeting local projects erroring - don't use #local in addon compiler references, there's code further down that will favour local package If an addon doesn't target a specific game add a reference to base - Sandbox.Internal.AssemblyModifier seems to take care of all the references
13 Days Ago
Created gibs for gingerbread barricades
Sam
13 Days Ago
Fix Shape Buffer not being generated and being cleared at wrong moment Prototype directional AO, fix reflections not showing up on shaders Send proxy mesh info as proper capsules rather than ellipsoids (which has always been silly), unify debug overlay code for them implement capsules in shader, encode directionality https://i.imgur.com/RMaTU6Q.png Implement capsule shape on reflections too https://i.imgur.com/ZEf0dxa.png Unify all aoproxy code so it's not a mess all around, makes it easier to add new shape types, add stubs for cylinder aoproxies Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png Dot product with geometric normals to avoid double occlusion on AO, fixes most artifacts Remove edge artifacting with ambient shadows https://i.imgur.com/GV8SXq3.png Misc tweaks and fixes, set default AO distance to 40, better self occlusion filter Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo Disable aoproxy caching on models with animgraphs update shader objects Cleanup, better do vignietting Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one Fix aoproxy shapes of most standard props Add support for high quality reflections in Complex shader Add high quality reflection option to complex Cleanup directional AO, have softer vigniette Some more prop aoproxy adjustments Fix flickering on directional AO probes Readd AOProxy instancing, batch AOProxies by LPV Increase precision of SDF tracing Only try to sample from reflection buffer if we have reflections defined at all on the shader Put ShapeManager on SceneWorld rather than in a singleton, fixes flickering with multiple panels Revert some experiments that shouldn't be in this branch Update shader files Sample default direction if we don't have a lightprobe Fix VR perspective on directional AO and reflections Don't run with rendersystemdx11 at all for content building, merge results on finish rather than on batches, reduce number of processors for testing CI worked perfectly with the previous thing, let's try without processor throttling Add -skiprendersystem param instead of forcing to it, map resourcecompiler needs GPU Merge pull request #614 from Facepunch/aoproxies-suck AOProxies Rework
Sam
13 Days Ago
Add -skiprendersystem param instead of forcing to it, map resourcecompiler needs GPU
13 Days Ago
Some tweaks to the campfire
13 Days Ago
Row/anchor tests
13 Days Ago
Updated font to Vollkorn for Cursor title and action names
13 Days Ago
Added a dynamic light to the campfire that flickers and moves around for a cool effect
13 Days Ago
Added SlotSize and set it on weapon mount defs
13 Days Ago
Properly highlight selected Tag highlight/faceting
13 Days Ago
Added SetRadialGradientBackground PanelStyle extension method Add ForsakenPlayer.GetChatRecipients Added opacity transitions for Backpack, Hotbar, Storage and ToolboxMenu Fix Draggable selecting IDroppable panels that aren't visible Added glow background to InventorySlot and use a radial gradient Added a chatbox with support for system messages Merge branch 'main' of sbox-forsaken
13 Days Ago
Remove asset/count Strip out usage of the old tags system
13 Days Ago
adjusting slot sizes