239,426 Commits over 3,837 Days - 2.60cph!

6 Months Ago
Fix NRE when shooting players spawned from the console Add assertions when enqueueing writes so it's easier to identify where the problem was in the future
6 Months Ago
Prevent orbit strafe from breaking until rockets are emptied
6 Months Ago
Various lighting, material, occlusion, screen improvements. (WIP)
6 Months Ago
Slowed down rockets shot during orbit strafe
6 Months Ago
Don't show the minigun backpack model if the player has anything equipped in the backpack slot
6 Months Ago
Parent merge
6 Months Ago
Merge from save248
6 Months Ago
Add viewmodel camera animation component to minigun viewmodel Zeroed out the camera transform so it's at 0,0,0 pos/rot
6 Months Ago
Parent merge
6 Months Ago
Added WearableWhileEquipped property to HeldEntity, allows us to add a piece of clothing onto the character whenever the player deploys that entity
6 Months Ago
Materials
6 Months Ago
Merge from main
6 Months Ago
Ensure that heli instantly explodes when impacting the water the same way as it does on land Prevented exiting any state if retiring - probably not needed
6 Months Ago
Multi select move grid snaps handle pivot instead of each selection https://files.facepunch.com/layla/1b2711b1/sbox-dev_LEYJCm0K2B.mp4
6 Months Ago
Prevent patrol helicopter from being able to be aggro'd when leaving the map This stops it despawning mid fight
6 Months Ago
Minor edit
6 Months Ago
Added lods to minigunammopack wearable
6 Months Ago
Sidecar bike steering adjustments
6 Months Ago
Multi select rotates around gizmo handle pivot point https://files.facepunch.com/layla/1b2711b1/sbox-dev_WxhiXwtdBc.mp4
6 Months Ago
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6 Months Ago
Sidecar bike driving physics work
6 Months Ago
Merge from main
6 Months Ago
Merge from minigun_2024/viewmodel_camera_anim (support for modifying camera pos/rot via a dedicated animated bone on the viewmodel)
6 Months Ago
Cherrypick 91693, 91692, 91667 from viewmodel_camera_anim (skips the changeset with LR anim changes, out of scope for this month)
6 Months Ago
Ignore cubemap precomputed handshakes, we can add and remove cubemaps at will on scene, those do not have handshakes so the entire thing was already deprecated when we implemented maploader, this cache gets built by m_nCachedEnvMap at runtime This fixes scene cubemaps not showing on static map geometry
6 Months Ago
Fixed errors when the TC is not associated to any building (spawned via command)
6 Months Ago
Prefab cleanup, fixed screens initialization
6 Months Ago
Cherry pick 94988
6 Months Ago
Fixed containers not getting properly parented to cargo ship after a server reboot if the server was shut down while the cranes were working
6 Months Ago
Refill rockets when starting orbit strafe
6 Months Ago
Merge from main
6 Months Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c# Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler GGX filtering Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples Assert isn't valid anymore in ComputeImageViews since we can pass a cube array Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV Remove unsued, clean up Dynamic cubemap component settings Remove the old BuildCubeMaps Add WidgetUtil.CreateSwapChain NativeRenderingWidget renders in regular render path Fix RenderDeviceInfo_t wrong size Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers) CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 ) Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering Use high quality GGX filtering if baking cubemap as OnEnabled Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray Don't fetch render attributes from context, that's composited over, fixes a crash Assert when UAV Index is invalid Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings
6 Months Ago
Refactored strafe rocket code
6 Months Ago
Merge from wr_setup
6 Months Ago
Setup for western DLC racks
6 Months Ago
Peg setup
6 Months Ago
Initial script auto setup run
6 Months Ago
Removed unused duplicate lodgroup script
6 Months Ago
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6 Months Ago
Few checks to only point at interest zone if in orbit and not breaking orbit Overrode default rotation speed for orbit strafing Set interestzone origin from strafe passover to ensure a more accurate target
6 Months Ago
Use a fresh PackageLoader when loading new games - fixes Facepunch/sbox-issues#5219
6 Months Ago
CreateModelFromMeshFile uses modeldoc utils so it does automatic lods etc again
6 Months Ago
bugfixes
6 Months Ago
Add InitFromMesh to modeldoc utils - tries to automatically build document from mesh file SessionImportFromModel uses InitFromMesh
6 Months Ago
Prevent multiple OnEnable and OnDisable calls for people doing nonsensical things like reenabling parent gameobject in component OnEnable
6 Months Ago
merge from toolcupboard_retroskin
6 Months Ago
Converted retro tool cupboard from prefab variant to normal prefab Fixed StringPool errors on retro tool cupboard
6 Months Ago
merge from oilrig_sat_tube
6 Months Ago
merge from harbor_tweaks_4_cargoship
6 Months Ago
fixed outline not appearing on worldmodel when dropped