248,651 Commits over 3,928 Days - 2.64cph!
Add action graph clean up tool
Deleted old towing test prefabs
Added `LevelManager.LoadedFromMenu`
jungle building skin - prefabs for roof conditionals
Fix particles alpha
Update platform_stage_2b.scene
running simplification on editor-generated default block
- re-generated block
Super minor refresh to existing vending admin panel: Layout, alignment and some minor styling changes
Update: further readme changes
Whoops, misunderstood why the list of links wasn't newlined properly. Fixed
adjusted deploy volume obb on ice sculpture
Update: adding missing newlines to Readme
Should fix missing list in Documentation
Merge from ai_wolf_iteration
re-baked default ice block
better editor support for marching cubes
Restored monument marker font
Improve the fidelity of the wolf high jump using a bespoke animation
Add a telegraph before jumping
Make it dodgeable with enough space by running before the wolf lands
Give more time to hit the wolf before it jumps back
- Fixed box appearing under workcart
- Swapped item storage to item storage type rather than box storage
Don't allow gates with a lock to be upgraded.
NRE fix.
increased sculpture grid resolution
More robust checks when firing catapult projectile, make sure boulders ignore the catapult when sweeping
Tweaked projectile spawn point, speed and gravity
Replaced placeholder art on boulder projectile prefab
Fix checking for IsNull instead of NotNull
Convert to use CommandList properly
ActionGraph: disable way of creating invalid references
Was possible to reference components etc as constant values for properties, should use scene.ref nodes instead
exported updated wolf attack ledge animation
Squashed commit of the following:
commit 8b28be7427ce545fc522cc32ba26825de66ec7db
Author: kurozael <kurozael@gmail.com>
Date: Mon Nov 25 11:51:06 2024 +0000
Make it easier for those who don't know the command line options to spawn their local instances in windowed mode ( https://files.facepunch.com/conna/1b2511b1/sbox-dev_sxEprjThtS.png )
commit 9429d94c3816fea2e354a24d33e89d632ff933cd
Author: kurozael <kurozael@gmail.com>
Date: Sun Nov 24 22:12:15 2024 +0000
Some exceptions to help diagnose issue
commit 7622f5f50e31b05c03bbaad55d0f5c8dac446c3d
Author: kurozael <kurozael@gmail.com>
Date: Wed Nov 20 15:26:19 2024 +0000
More cleanup, early out if disbaned or toxic
commit 0b484581c951969daed0cde3e51775ed0a0a4517
Author: kurozael <kurozael@gmail.com>
Date: Wed Nov 20 15:19:43 2024 +0000
Some cleanup
commit b76f3fa7dfa6b973d31424e79ca777652cd2e207
Author: kurozael <kurozael@gmail.com>
Date: Wed Nov 20 15:00:34 2024 +0000
More fixes
commit ff4ad7dfc4ec25125a1753aaf6a3470a3c0ce043
Author: kurozael <kurozael@gmail.com>
Date: Wed Nov 20 14:02:58 2024 +0000
Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that
commit 8d7a08cff2c9641a3c96f5a777f89dbea5c1ba1f
Author: kurozael <kurozael@gmail.com>
Date: Wed Nov 20 13:32:08 2024 +0000
Testing with handshake process fixes if host changes during handshakes...
commit 301685cf930858a1074d3b3add085c52379f4664
Author: kurozael <kurozael@gmail.com>
Date: Wed Nov 20 12:49:27 2024 +0000
First fix map override task when using launcharguments.map
Make it easier for those who don't know the command line options to spawn their local instances in windowed mode ( https://files.facepunch.com/conna/1b2511b1/sbox-dev_sxEprjThtS.png )
Clean: minor code fixups with no functional change
- Hidden a couple statics inside a class to avoid accidental access
- Moved a TODO comment where it should really be.
- Added warning about thread safety
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added early return when trying to load a sculpture data-set with a non-matching size
Rename Obstacle -> Area
In the future the defined Areas defined maybe used for other purposes beyond blocking/obstructing
Editor: adjust minimum/maximum camera speed (8 -> 100), determine increment/decrement based on current speed instead of flat rate
marked marchingcubemanager to not be destroyed on load (fixes ice disappearing when after disconnecting from a server)
Fix catapult boulder exploding instantly in some cases
Consolidate some code, cleanup.
Setup upgrade menus.
Removed unused audio components on the catapult
Never cull battering ram wheels
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer
https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
Fix AO compositing for custom shaders
https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png
Add compiled shaders for AO including for Material shaders
Composite AO to pipeline rather than blitting, cleanup
AddHookAfterTranslucent > AddHookAfterDepthPrepass
[Pick] Add internal Graphics.FrameAttributes, up to review
Remove hack for clearing AO and use FrameAttributes instead
[pick] GetBindlessRWTextureXXX if compute shader
Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling
RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray
[pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc
[pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling
Update shaders with bindless SSAO sampling
Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA
Compile shaders without MSAA sampling for AO
Child camera executes command lists from camera it's taking attributes from
Internal CommandList with calling action directly
Temp pass RenderEffect inside the command list directly
Fix validaiton error in old AO where we were writing normals when never bound
Execute procedural layers ( managed hooks ) before threaded action to set up geometry, this fixes race condition in viewattributes from hooks
Previously FrameAttributes/ViewAttributes were working to pass to the rest of the pipeline merely because of a race condition and would break down in low framerates and wouldn't actually pass changed view attributes to those partitions in the correct order ( https://i.imgur.com/fW4VPVJ.mp4 ), this does it properly