249,864 Commits over 3,959 Days - 2.63cph!
Convar changed event
Update replicated convar string table entry when it changes, if we're the host
Clients use replicated vars table instead of accessing the value from the convar
Skin Pass for knight armour set
Increase collision on tripmine so you don't slide off them
Fix ignoring _type property of method nodes with target input
Fix ignoring _type property of method nodes with target input
Move spline deformation away from vertex shader to allow deformation of arbitrary models
Deform spline models on the CPU like a cavemen.
Use RMF to avoid twisting artifacts.
Will move this to a compute shader eventually.
https://files.facepunch.com/lolleko/2025/January/08_10-35-AgileHectorsdolphin.png
Merge from presets_editor/quality
Fix CodeGen attribute blunder
Fix unit tests getting the wrong envrionment var (not sure what changed)
Rename ConVar to ConVarAttribute, ConCmdAttribute
Fixed preset order of values for water.reflections and graphics.shaderlod
Remove dead code
Delete ivr.h, remove g_pVr (none if this is used anymore.. right?)
Remove FCVAR_RELEASE
WrapepdPropertySet provides a Getter, to get the current value
Include all attributes with wrapped properties, no just the codegen attributes
ConvarSystem.SetValue always takes a string value instead of object
Only set native convar if value is different
Move sv_cheats to game code, so it gets codegen
Always register sbox.game assembly with convar system
Only set managed convar value if value changed
Placeholder to return replicated values for convar
Call ConVarSystem.OnConVarChanged when managed convar changes
Native convars call OnConVarChanged
Rename ConvarFlags to ConVarFlags
Leaderboard backup, run #
16709
Make the ID field read only
Fixed create button on objective fields not working when creating embedded assets
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Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
Lighter version of legs animator on the server horses
Various anim tweaks
Remove ToolsVis() MODES from all shaders 🙏🏻
Remove ToolsWireframe and ToolsVis from shadergraph template
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
Client side spoil timer now takes refrigeration into account and shows a little icon to communicate what's happening
Add EnvironmentMap class for EnvMap.hlsl, allows you to fetch contribution of all environment map lighting, fixes CubemapReflections toolsvis, move stuff out of lighting.fxc
Init ToolsVis color to gray if mode is not supported, same behaviour as before
Remove vr_tools_vis.fxc, have it all in ToolsVis.hlsl as a class, remove all dangling S_MODE_TOOLS_VIS combos
ToolsVis for Material lives in ShadingModel, custom shadingmodels implement their own
Rest of shaders that do custom toolsvis behavior with new api
Remove any #if S_MODE_TOOLS_VIS, makes it able to slide smoothly into new system
Let toolsvis combo live where it was before (we're removing it right after) and remove S_MODE_TOOLS_VIS reference on spritecard, baked light vis on shadingmodel
LegsAnimator culling changes to support lods
Show time remaining until food spoils on the item information panel, updates in real time down to the second
Spoiled food now swaps to a new item (like burnt food) rather than showing an icon
Setup on corn with a temp icon
Horses new animator controller
Improved skidding behaviour
Added some procedural motion when braking/skidding
Tweaked the legs IK
Merge from cmBrainEnabled
cmBrainEnabled convar is now cmBrainForceDisable, will disable cinemachine when enabled
Disabled saving, made admin only
Merge from demo_shot_improvements
Fixed loop option not being respected if it was enabled while switching between shots
Try/Catch GetDefaultNewShotName in the DemoShotUI, will fall back to a generic name suggestion
Fixed interaction blocker in demo playback UI not working when the UI is disabled
Hooked up conditional mount brackets, will use a curved bracket when attached to the horizontal barrel
Added a quicker and easier way to create variables within ActionGraph (instead of needing to right click on a plug)
https://files.facepunch.com/CarsonKompon/2025/January/07_15-40-InstructiveUnicorn.png
Remove this check not allowing setting initial texture data for volume texture with mips, it should be allowed
Play around with tangent frame calculation using Parallel Transport / RMF
https://files.facepunch.com/lolleko/2025/January/07_20-51-CriminalBlackfish.mp4
merge from primitive_gm -> primitive
merge from primitive_gm -> primitive