252,458 Commits over 3,990 Days - 2.64cph!
Switch `monument_scenes` convar to be saved
Hook it up in PS_FinalCombinerDoLighting before I do a full shader build
CDecalSceneObject - Non renderable, holds data only but can be culled by the scenesystem
Tiled Frustums ( We should make light culling use these as they are more accurate and faster )
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
Apply forward+ decals as part of standard shading (recompiles needed to support this feature)
merge from wire_slacking/optimisations
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burstcloth improvements
- rotational constraints respected
- constraint normals are correct now, significant improvement to length constraints
- some jobsystem/burst optimizations
Setup Vintage Desk Prop Prefab
Added and Setup Vintage Bookshelf Prop Prefab
Added and Setup Vintage Dresser Prop Prefab
ARM crash fix test 3 (test 2 works, but this would be nicer)
further fixes to storage warehouse.
updated motorbike kickstand skinning, mask texture, and materials setup
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things
Set skybox as global cubemap
Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
updated vcol on decals to tint the recent decal albedo changes
Use map marker for vendor instead. Remove ability to see what it has in advance through a vending machine icon.
Add BBox + Sphere GetVolume()
Call AudioProcessor.OnDestroy properly
Make DspProcessor public
Store and restore Mixer config when playing game in editor
Update Processors in mixer UI to show enabled status
catch and report exceptions when disposing GameObjectSystems
Dsp tweaks
Round prices up to the nearest 5 to make them look nicer
Ensured ring road will be found if one exists on the map. Fixes problem stopping vendor from being spawned on a totally fine map.
fix material assignment on storage warehouse trims.
Fixed line anchors fuckery again
more work on geo for storage warehouse.
handcuff viewmodel animation updated
Re-organise project, swap naming for public/private headers (now fpxr.h and fpxr_private.h)
Try out blame ignore revs
Block unlock minigame in wounded states
Move around some buy system code, not dictated in the player now, added event where rules can control buy menu
reverted changes to workers_house_generic_trims
Call ProjectSettings.Reset in ResetEnvironment
Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically
WaitForPlayers logic change
Resets timer while < MinPlayerCount are connected
Skips if >= SkipPlayerCount are connected
merge from wire_slacking/optimisations
Resize the arrays if we're adding more than 18 points to the line (creative mode allows for 999 points)
Re-implement kill / objective rewards
Fix player joined chat entry being doubled
Addition of compute shader version + minor changes to PS shader version and UI
ditto
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Fall back to UnknownStackLineHandler if file name is missing
Fixes ILHotloaded method stack traces showing nothing at all
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Make Gizmo.Control.BoundingBox much more visually simple
Json Serialize Sphere properly (!)
Gizmo.Control.BoundingBox - adjust depth bias so we can always touch the handles through geo
This reverts
Expose NavAgent.Velocity setter
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