249,306 Commits over 3,959 Days - 2.62cph!
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
assigning new ice material to block
Be very careful about when we load assemblies in LoadNetworkTables
Facepunch/sbox-issues#6984
Only warn once if Json serialization happens during a hotload
Facepunch/sbox-issues#6984
Expose BoneCollection / Bone to ActionGraph
Fixes Facepunch/sbox-issues#6878
Give each scene dock a unique name and fix load order so we maintain layout positions
Move window layout to project cookie, will fallback to importing from editor cookie for now
Lazy-initialize NavMesh GeneratorPool
Restore AssertNoGraphErrorsInScene test
Fixes #1709
Asset Browser: Show 'Open File Location' in context menu when searching too
Asset Browser: Disable flat/recursive toggle button when searching or in meta location
Hook up Package.Data
GameModal now correctly uses GameConfig from backend
Fix "no screenshots" being thin
After purchase, keep refreshing until we have the item
Indicate when you already own items
Fix NRE in NavMesh Dispose
Restore colliders on rigidbody disable if the collider is still active
Don't let collider dictate body type when there's a rigidbody, colliders could have a mix of statics so rigidbody should be the authority on this
Load Model.Plane
Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods
Add DrawModelInstanced methods to CommandList
Add CommandList.Set for ComputeBuffer<T>
Update default JSON ignore condition to use JsonIgnoreCondition.Never
Resolves Facepunch/sbox-issues#6995,
Resolves Facepunch/sbox-issues#6953,
Resolves Facepunch/sbox-issues#6349
Add Graphics.ResourceBarrierTransition supports transitioning Textures and ComputeBuffers states currently, e.g if you wanted to signal a resource should be readable in fragment after a compute write to it
Fixed .config files not being added to appropriate string table for clients to receive changes
Scene collision events (#1707)
An interface to listen for all collision events that happen during a physics step
Fixed NRE when trying to delete non-asset files, resolves Facepunch/sbox-issues#7002
Support drag data for GameObjectControlWidget, resolves Facepunch/sbox-issues#6998
https://files.facepunch.com/tony/1b2311b1/sbox-dev_xLjcpe9xed.mp4
Organisation -> Organization where necessary
Resolves Facepunch/sbox-issues#6822
Delete view_shared, move CViewSetup to camerarenderer and start removing unused junk from it
Add CameraComponent.CustomSize to override aspect ratio. When rendering to a render target, sometimes you want the aspect of the screen and not the texture
Add CameraComponent.ProjectionMatrix
Add CameraComponent.CalculateObliqueMatrix to clip projection with a worldspace clip-plane
Remove SCENEOBJECTTYPEFLAG_IS_PROCEDURAL - it does nothing
Envmap feathering defaults to much tighter
SkyIndirectLighting param in hammer env_sky since it seems it never was there
Bail Model.Load early with error model for null or whitespace filename
Revert "Add recast/detour tile cache"
This reverts commit 0b2e398df82b304b23f7ddd2485b943ba1fe20ab.
We will use a custom caching solution instead.
Merge branch 'master' into navmesh-dynamic-obstacles
Fix test
Update functions logging
Do stats aggregation a shit load faster
Fix functions not logging
removed old dev dpvold prefab (unused)
jungle building skin - prefabs for each block, prefab assignment in building grade script, building grade added
Revert "Add recast/detour tile cache"
This reverts commit 0b2e398df82b304b23f7ddd2485b943ba1fe20ab.
We will use a custom caching solution instead.
TTT: Russian localization update
- Fixed some typos.
- Updated some wrongly localized strings.
Initially, some of the changes were from here: garrysmod/pull/2156 (thanks to @Blueberryy )
Merge pull request #2162 from Satton2/patch-1
TTT: Russian localization update
Add ice shader GUI, many colour tints, fix normals, and smoothness, and improve parallax effect
Leaderboard backup, run #
15653
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
Merge from shred_helicopters
Fixed tread animator changes affecting bradley
Fixed magnet crane modifying the on disk materials when moving, resulting in changed tread materials when checking in
Minor performance improvements in how we update the tread material, fixed visual tread speed being double calculated resulting in material animating twice as fast
Merge from cinematic_gestures
Can now pick up minicopter, scrap transport helicopter and attack helicopter with the magnet crane in junkyard as long as they are turned off
These helicopters can be fed into the shredder for scrap, scrap is multiplied by the current health of the helicopter (eg. 50% hp = half the scrap listed below)
Attack Helicopter - 500 scrap
Scrap Transport helicopter = 300 scrap
Minicopter - 200 scrap
Allow junkpiles to despawn if any loot is taken from them / any barrels are destroyed instead of requiring everything to be looted before it can despawn
- don't despawn if only the scientist is killed
- don't apply to diving sites
Bail Model.Load early with error model for null or whitespace filename
Protobuf, codegen, manifest
Merge from ice_sculptures
Merge from scrap_exchange_dynamic_pricing
BaseSculpture protobuf id 186 > 182
Codegen, protobufs, manifest
Fix compile issue on Mailbox, allowedItems is now defined in StorageContainer
Adjust siege weapon protobuf ids to remove conflicts with other branches
Catapult 180 > 183
SiegeTower 181 > 184
Ballista 182 > 185
BallistaGun 183 > 186
BatteringRam 184 > 187
When tracking scrap being purchased with items, track how many items are sold rather than the scrap (inverse of normal behaviour)
Envmap feathering defaults to much tighter
SkyIndirectLighting param in hammer env_sky since it seems it never was there
Reduced temp radio size to 0.05m to prevent overlapping interaction with central locking system
Include System reference, fixes compile error