249,479 Commits over 3,959 Days - 2.63cph!

2 Months Ago
Parent merge
2 Months Ago
adjust hit particle
2 Months Ago
Backup of gesture pack and wolf2 stills
2 Months 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] Fix sampletexture_bicubic (is anything using it)? [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
2 Months Ago
Backups
2 Months Ago
Backups/unsaved
2 Months Ago
Merge from main
2 Months Ago
Fix RPS dialog staying on if player is disconnected mid game
2 Months Ago
Fixed NRE when attempting to assign gestures in the options menu while not conneted to a game
2 Months Ago
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2 Months Ago
Optim: reduce profiling capacity, instead lazy-grow it - When frame didn't fit the capacity, drop it and rerecord it This should help avoid large stutters in editor (and hopefully on the server as well). Tests: tested craggy in editor - spikes gone. Tested on 6k world in standalone server - spikes still present. Also noticed one export failed, but think it's unrelated to current changes
2 Months Ago
Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA
2 Months Ago
razor: Invalidate render tree when setting RenderFragment - fixes sections of razor ui not updating until hovered Fix map page using wrong logic
2 Months Ago
merge from main
2 Months Ago
Update Facepunch.XR to 1dce6d64669f0c19b0e43936bf53b1770d50a6f8, cache HasHeadset value Don't build VR Toggle Widget if there's no headset or runtime
2 Months Ago
When creating a Sound Event, the file extension is now replaced instead of appended. Resolves Facepunch/sbox-issues#6816
2 Months Ago
Some better controller support
2 Months Ago
Check if we can actually init OpenXR when calling HasHeadset - makes the call more expensive(!) but more accurate
2 Months Ago
exported catapult anims, set up clips, renamed rigged file
2 Months Ago
Remove debug logging
2 Months Ago
Fix pasted builds always being snapped to terrain despite the convar being set to false
2 Months Ago
DMX versions 3,4,5 tools support (datamodel.dll) Allow loading PCF version 2 in tools Particle system changes from CS:GO Many potential crash fixes Added particle operators: C_OP_DecayMaintainCount, C_OP_AlphaDecay, C_OP_FadeInSimple, C_OP_FadeOutSimple, C_OP_RadiusDecay Added particle force generators: C_OP_ParentVortices, C_OP_TimeVaryingForce, C_OP_TurbulenceForce, C_OP_ForceBasedOnDistanceToPlane Added new particle constraint: C_OP_BoxConstraint Added new options to C_OP_WorldTraceConstraint - "minimum speed to kill on collision", "Confirm Collision", as well as apply potential crash/garbage data fixes Particle initializers updates "Particle Increment Amount" for C_INIT_CreateFromParentParticles Various small optimization changes Added new particle operators "Oscillate Scalar Simple", "Oscillate Vector Simple", "Remap Difference of Sequential Particle Vector to Scalar", "Movement Maintain Offset", "Movement Place On Ground" More particle operators Added "Alpha Fade and Decay for Tracers", "Restart Effect after Duration", "Stop Effect after Duration" operators New parameters: "additive" for "Noise Scalar", "Noise Vector" "output field" for C_OP_ColorInterpolate "output is scalar of current value" for C_OP_DistanceToCP "rotation field" for C_OP_OrientTo2dDirection "output is scalar of current value" for C_OP_RemapDotProductToScalar Added even more particle operators from CS:GO "Override Max Velocity from this CP" and "Override CP field" for C_OP_MaxVelocity "use existing particle count" and "control point movement tolerance" for C_OP_MaintainSequentialPath Added operators: "Movement Lag Compensation", "Movement Lock to Saved Position Along Path" Particle initializer additions "Local Offset Min", "Local Offset Max", "Set Normal" for C_INIT_CreateFromPlaneCache "end offset", "bias lifetime by trail length" for C_INIT_MoveBetweenPoints "randomly select sequential CP pairs between start and end points" for C_INIT_CreateAlongPath "reverse warp (0/1)" for C_INIT_PositionWarp
2 Months Ago
Possible gesture pack fix. Added meta name and rebuilt manifest.
2 Months Ago
Train collisions in intro area v2
2 Months Ago
merge from main -> copypaste
2 Months Ago
merge from main
2 Months Ago
Fixed ballista rotations nonsense IK tweaks, reduced clipping with player body Tweaked server colliders
2 Months Ago
[pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling
2 Months Ago
Stop VehicleChassisVisuals NRE on stop terrain fx
2 Months Ago
Prevent crash with SimpleVehicleVisuals should the visual wheels be missing
2 Months Ago
Have wolves look at the player head instead of the player's crotch
2 Months Ago
Update Facepunch.XR and defs to 24b8e70e5c89d04b3f42d8b022bf97e05b82349f, adds check for headset/runtime availablity VR initialization changes - always load VR extensions if there's a runtime and headset available, so we can init mid-session Editor: Make ToggleSwitch look nicer Add toggle switch in editor for VR https://files.facepunch.com/alexguthrie/1b0711b1/sbox-dev_k3x5LXNKca.png
2 Months Ago
WIP simplify serialization, get ready for directly reusable graphs
2 Months Ago
Add HasHeadset() check
2 Months Ago
Package list
2 Months Ago
sculpture serialization - added FileStorage type for sculpture data (lz4 compressed) - changed sculpting data flow so changes are made on the server and then retrieved by the client
2 Months Ago
Optim: Avoid allocations when generating method names - Also cleaned up a couple TODOs - Added extra logging to track stages of export progress Getting very close to completing all outstanding TODOs Tests: exported craggy and checked scope names in perfetto
2 Months Ago
Minor screenshake tweak.
2 Months Ago
Muzzle fix.
2 Months Ago
Various grenade launcher improvements.
2 Months Ago
Update Refit
2 Months Ago
RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray [pick] Fix sampletexture_bicubic (is anything using it)? [pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc
2 Months Ago
Categorize Create Asset menu, can create code files, add templates for compute, material, unlit shaders Use GameResource.Category in New Asset menu Give built in resources categories too, merge with gameresources Create templates for c# empty, component, razor code files and compute, material, unlit shaders
2 Months Ago
Fix viewmodel errors Rebuild manifest
2 Months Ago
Fix some compiled assets wrongly being hidden, Facepunch/sbox-issues#6814
2 Months Ago
more atlases for fx
2 Months Ago
fix glass vtex
2 Months Ago
particle.rework additions
2 Months Ago
Siege tower: - Removed old siege tower models - Setup new detailed colliders on siege tower entity (not finished yet)~ - Setup correct materials for a bunch of places on siege tower. Wood was metal and metal was wood
2 Months Ago
prepared prefabs created ironsights in .viewmodel and set to use, also set swap arrows script to 0 & not active (to remove errors) renamed fbxs