249,306 Commits over 3,959 Days - 2.62cph!

46 Days Ago
Fix catapult boulder exploding instantly in some cases
46 Days Ago
Consolidate some code, cleanup. Setup upgrade menus.
46 Days Ago
Removed unused audio components on the catapult
46 Days Ago
Never cull battering ram wheels
46 Days Ago
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
46 Days Ago
assigning new ice material to block
46 Days Ago
manifest + code gen
46 Days Ago
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
46 Days Ago
Update functions logging Do stats aggregation a shit load faster Fix functions not logging
46 Days Ago
removed old dev dpvold prefab (unused)
46 Days Ago
jungle building skin - prefabs for each block, prefab assignment in building grade script, building grade added
46 Days Ago
Revert "Add recast/detour tile cache" This reverts commit 0b2e398df82b304b23f7ddd2485b943ba1fe20ab. We will use a custom caching solution instead.
46 Days Ago
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
46 Days Ago
Add ice shader GUI, many colour tints, fix normals, and smoothness, and improve parallax effect
46 Days Ago
subtracting 108209
46 Days Ago
Leaderboard backup, run #15653
46 Days Ago
Subtract 108215
46 Days Ago
vLevel isn't const
46 Days Ago
Merge from main
46 Days Ago
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
46 Days Ago
Merge from main
46 Days Ago
Bday11 textures
46 Days Ago
Merge from shred_helicopters
46 Days Ago
Fixed tread animator changes affecting bradley
46 Days Ago
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
46 Days Ago
Merge from cinematic_gestures
46 Days Ago
Merge from main
46 Days Ago
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
46 Days Ago
Parent merge
46 Days Ago
Codegen
46 Days Ago
Merge from main
46 Days Ago
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
46 Days Ago
Bail Model.Load early with error model for null or whitespace filename
46 Days Ago
Protobuf, codegen, manifest
46 Days Ago
Merge from ice_sculptures
46 Days Ago
Merge from scrap_exchange_dynamic_pricing
46 Days Ago
Merge from siege_weapons
46 Days Ago
BaseSculpture protobuf id 186 > 182
46 Days Ago
Merge from main
46 Days Ago
Codegen, protobufs, manifest Fix compile issue on Mailbox, allowedItems is now defined in StorageContainer
46 Days Ago
Merge from main
46 Days Ago
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
46 Days Ago
When tracking scrap being purchased with items, track how many items are sold rather than the scrap (inverse of normal behaviour)
46 Days Ago
Envmap feathering defaults to much tighter SkyIndirectLighting param in hammer env_sky since it seems it never was there
46 Days Ago
Merge from main
46 Days Ago
Reduced temp radio size to 0.05m to prevent overlapping interaction with central locking system
46 Days Ago
Merge from main
46 Days Ago
Include System reference, fixes compile error
46 Days Ago
Clean out old textures
46 Days Ago
Merge from main