248,625 Commits over 3,928 Days - 2.64cph!
Move joint OnBreak action to breaking group
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
2x2 Edge now has proper tile count
Added bitmask mappings for each valid autotile position of 2x2 autotiles. Now all brush types are officially supported
https://files.facepunch.com/CarsonKompon/2024/December/03_15-57-FlakyPlanthopper.mp4
Fix rectangle delete not deleting non-autotile tiles when in autotile mode
Placing Autotiles near Autotiles of another type while merging is enabled will no longer override the old tile type
Autotile Merge setting now visually shows how the merge will end up looking (although not yet functional when painted. will need to refactor how autotiles are saved)
https://files.facepunch.com/CarsonKompon/2024/December/03_16-32-RegularAfricanbushviper.mp4
Add Joint.IsBroken
Add Joint.StartBroken
Add Joint.Unbreak() to activate the joint after breaking
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits
Spring joint impulse checked against break limit seems to be negated?
hoover mat tweaks
added another wood_trim_polished blend material
wardrobe_01 initial commit
Change tile guide asset names
Added 256 tile guides
Can now create Autotile Brushes of each type. Remove Corner Type
Implemented 3x3 Complete (255) Autotiling
Fix Rectangle Tool preview
Brush Rotation no longer incorrectly displays Autotile preview
Paint Tool now supports 2x2 Autotile Brushes
Fix issues when using Round brush with 2x2 Autotile
Added descriptions to each tool Property
Added "Merge Different Autotiles" Brush setting.
Fix eraser not drawing above other tiles
Check for the validity of a 2x2 Autotile existing when painting/erasing
Maintain 2x2 validity check while using 255 size bitmask
Ballista
- player anims for up/down
- added player anims to animator, set up blendtree with up/down animing to use up param
- tweaked start position of lever on ballista anims
- tweaked eye position & hand ik on entity
Merge from simple_upgrade
Can't upgrade after recent damage
Fixed missing animator param warning when reloading the ballista
Update weapon modifiers to use new stats syntax
ExpressionBuilder -> LegacyExpressionBuilder
WIP
Prevent temp ragdoll player instigated dismounts
Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view
triangle planter progress
LODs, Collison and Gibs
initial prefab setup - some extra work will revist tonight
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
Update description of gmod_uncache_test
Fixed crashes wiith CTriggerWind when loading a save
Minor clean ups
Micro optimization for SWEP think
More minor clean ups
Added new NPC functions
Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity )
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
implemented ballista base rig
re-exported ballista weapon anims after rig update
Horse container, breeds
Tweaked fringe, collar and hair skinned mesh renderers bounds to fix culling issues
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
Attempt to restart multiple times if we failed due to an exception
Double time window to ensure we restart and store DateTimeOffset of when restart was last requested
Rename CommandManager to more suitable ServerRcon
Fixing branch name typo because I can't live with it.
Bunch of shadow cascades and distance related stuff.
Use spheres so we only have to send a single list of vec4s over
Remove unused shit from lightbinner and make everything enums
Fix Gizmo.Control.Position returning true without it being dragged on
mini crossbow admire anim updated and rotate barrel anti clockwise clip created
jungle_ruins_a layout first iteration
Grey out tool buttons when disabled
Fix asset picker when selecting cloud maps
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
tiled light culling with edge feathering additions
vLevel isn't const
Update path of build-shaders, upload all shaders as artifacts
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant
Reenable MSAA fetching for SSAO compositing, don't use loops
Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen
GTAO temporal filter uses edge detection to filter out edge ghosting
https://i.imgur.com/EzfclG7.mp4
Submitting updated ballista base rig
main -> 4ShotMiniCrossbow
Trigger exit detection only checks if there's any contacts on triggers, not non triggers