248,621 Commits over 3,928 Days - 2.64cph!
Updated industrial.ceiling.lamp.compact to use a new model and materials
Fillwater command now supports radioactive water
Radioactive water will kill all plants in a planter when splashed
Add Rollerball component for the rollers
https://files.facepunch.com/ziks/2024-08-13/sbox-dev_VQidCjB8ib.mp4
Update shaders with AO on lighting pass
Don't destroy the world item if we can't insert it into our inventory
Stub for shadow class, enumize lightflags
Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared
More adjustments for screenspace shadowing, fix valid hit test always returning true
Iteration on screenspace shadows, make screenspace tracing work half res again
Rebase fixes
Inventory Refactored to no longer use GameObjects/Components
Add item stacking
Minor fix post-rebase
Add WorldItem, resource node drops items on the ground, collide with world item to pick it up
Added icon to radioactive water
Radioactive water will merge together with water or salt water in containers, turning them into radioactive water
▉▌▇▍█▋▄ ▊▋▋▆▅▇▇▆█▉▅▄ ▌▉▉ (▍▌▊ ▉▉▄)
Don't tell the network system we've finished loading if we're loading an editor scene
Add: new StringView utility
It's essentially a ReadOnlySpan that keeps alive it's referred-to string, and is able to be stored as a member variable. Only contains a smidgen of algorithms that are needed to use it as part of ServerBrowserList. Goal is to find out how much code we need to update to be able to eliminate most allocations in the browser refresh flow.
Tests: none
Voxel models can have their own palette using a structured buffer
Resource node depletion visuals, regeneration
Phrases build without the DLL
Placeholder resource node
Don't call NetworkSpawnRecursive in editor 🤦♂️🤦♂️
Fixed source generator broken reference
Keep the map as low res as possible (256x256) since we only have a couple of radioactive water objects
Use arrays for the voxel normals in shader
Swapped radioactive water check from physics checks to a texture map instead
Can collect items from resource nodes
Fixed industrial lamp and simple light wires clipping with wallpaper
Implement GetWeaponEffectiveness
Internal HookAfterDepthPrepass
Darken AO texture since we're compositing to ambient lighting properly now
Networked scene load (#1648)
Loading a scene over the network now just sends a fresh snapshot and re-handshakes with clients, rather than telling them to reconnect later and disconnecting them all.
OnChangingLevelMsg -> OnSceneLoadMsg
Separate scene loading & finished loading, broadcast to clients as soon as we start loading a new scene
Tweak leggy gait
Update libstates
Add ResourceGatherer weapon component
Drone has damage numbers
WIP wander helper component
burst cloth handling view model scaling
- requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
Instead of booting to Main Menu when no selected Character, open Character Select Modal. Only spawn Player once a character is selected.
Added new Dart ammo type.
Added a basic damage bone dart item.
Set blowpipe internal mag to use darts.