250,286 Commits over 3,959 Days - 2.63cph!
Do Reverse-Z worldtoshadow in lightbinner rather than in shader code, makes existing old shaders have proper shadows with just our compatibility mode
https://files.facepunch.com/sam/1b0211b1/kzfuxUK73z.png
w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
Dictionary control widgets can't be edited when readonly
Added side turrets to the vendor
Move "Model X has mismatching model version" to -verbose (vbsp.exe)
Temporarily partially disable "CBoneAccessor invalid bone id" warnings
For cases with error models
reduced max tick rate on cloth
re-organising scene into appropriate groups
re-organising radhouse large prefab
Allow model inspector to preview animations https://files.facepunch.com/layla/1b0211b1/sbox-dev_fdrQka7PNG.mp4
renderdevicevulkan: enable reverse depth
Reverse the DepthFunc on all shaders GREATER <-> LESS
gizmo_grid: reverse manual depth bias
We need to change the depth clear value from 1->0 (in 3 different places of course)
Recompiled core shaders
Fix r_depth_debug
Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it
https://files.facepunch.com/sam/1b0711b1/tt3.png
Readjust depth bias on debug shaders for reverse depth
Fix shadow in reversed depth
https://files.facepunch.com/sam/1b0711b1/tt2.png
Adjust depth bias for gizmo shaders for the increased depth precision
Tiled light culling with reverse-z
SSR with inverted z ( Way more stable )
Fix (3D) Skybox with inverse depth range
Fix SSR backtracing on reverse depth
Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner
DoF with reverse depth
Shaders for reverse depth
Fix glass and decal overlays depth bias
Shaders with depth bias fixes
Add shadow depth bias on matrix
Compile UI shaders for inverse depth
Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean
Fix SSR backtracing and confidence check ( and Depth::GetLinear() )
https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png
Update shaders
Reverse-Z Compatibility: Serialize depth stencil state version and reverse the depth comparison of old shaders
Update shaders with stencil state versioning https://files.facepunch.com/sam/1b2111b1/ZCuq7swn9v.png
Shaders with reverse-z and IBL
simplifying burst cloth in prep for separation as jiggle-only solution
- position based dynamics, with hard rotation constraints
- configurable relaxation factors to allow for artist control over bounciness of constraints
Added a toxic pool water surface
toxic pool material
Remove dead link from user profiles
Vendor attacker is not marked as hostile
Wired headlights and spotlights to TOD
Fix cubes_actions test name
Add cubes_actions.scene
Each cube uses an action to change color every update
Fixed out of stock being displayed briefly inside vendor. Also fixes being unable to buy from the machine whilst someone else is buying at the same time
Fix OnComponentUpdate / OnComponentFixedUpdate not running
Placeholder sounds for smokes - added ability for SoundEmitter to specify volume over time and also Destroy On Finish (def: true)
Fixed Facepunch/sbox-issues#5752
Remove CPU debug log
Mantis -> Dragonfly
Update Thumbnails & Thumbnail Generation
Underwater divesites ABC base setup
Unity scene setup with S2P groups
Merge main -> travelling_vendor
Add support for optional extensions, e.g. XR_EXT_hand_tracking
Initial VR scene for main menu
https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
Remap worldpanel depth correctly, fixes depth issues
Treat worldpanels as layers
Render VR menu at 4k, scale down to fit
Basic VR world input component, menu works properly
https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4
Update Facepunch.XR to 92bea5f
Provide poses for Facepunch.XR submit, prevents jittery and spongey tracking
Line hands up better in VR menu scene
Quick little test map just so I'm not staring at an orange texture
Init package string table before loading menu
Main menu panel has background if running in VR
Update map, add references (ideally we should be shipping these with the game, but this is easier to iterate with)
Update Facepunch.XR to 8839c8e
Remove unused InputSource and InputSourceHandle properties on TrackedDevice
Make headset a tracked object, means it can appear in Input.VR.TrackedObjects & matches controllers
Changes the API without breaking it, e.g.:
`var headTransform = Input.VR.Head;`
becomes:
`var headTransform = Input.VR.HMD.Transform;`
Added initial particle effect for simple smokes (CSGO style). Add option for fuse delay to enable a fuse effect prefab after some delay, we can add sounds here. Can also add a sound emitter for smoke release to smoke effect prefab
Updated all radiator positions throughout level
tweaked radiator props draw distances, added a white material variant
m9 bayonet texture updates
set dressing progress backup
Reduced bike passenger view range by 10 degrees each way. Reduces horrifying body twist.
viewmodel handcuffs - setup viewmodel renderer script
Remove transition times on cuffs VM deploy state animations to fix visual state bug
Fix minimap/bombsite labels
Move PlayerColor to PlayerState (Closes Facepunch/sbox-hc1#148)
blunderbus admire animation edited
Update Facepunch.ActionGraphs
* Optimization when cloning
* Nicer error messages with invalid pure methods (Facepunch/sbox-issues#5743)
radhouse apartments and radiator collision fix
Moved play area overlay panel so it's not in front of the crosshair
Cash grab can support 10v10
Added new remove hood and cuffs radial icons
Update particle_rock_burst.prefab
Update particle_bug_splat.prefab