240,767 Commits over 3,867 Days - 2.59cph!

1 Year Ago
Create lights.scene rust scene floor collider Keyboard shortcuts for copy, paste, duplicate, delete etc
Leaderboard backup, run #6341
1 Year Ago
Add Application.UnscaledCursorPosition Application.CursorPosition is unrounded, Add Application.DpiScale First person gizmo view look is smooth on high dpi monitors Fix yucky nodegraph cursor hacks
1 Year Ago
Hook up auto sleeping Move physics resource loading to its own file
1 Year Ago
Step the world Hook up velocity and position iterations Remove active body stuff, unused
1 Year Ago
Finalized medium.
1 Year Ago
Converted small streaks to 6P shading
1 Year Ago
FPArms: added run/sprint & local zero reference to the shared anim prefab
1 Year Ago
Moved tiled rendering buffers to lightbinner, where it should belong Remove members that have long been deprecated, start adding support for structured buffer lights Move all cbuffer stuff to legacy, standard will only have structured buffer path Start implementing structured buffer lights data structure Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now Remove bMixed from LightEntry, it's complete bullshit, let static lights render only dynamic objects when doing shadows Unified shadow casting, map indexed lights so we can fetch them easily and without needing to order sequentially, remove more deprecated stuff Get rid of lightbinner_legacy completely Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader Remove CSunLightManager, used for old pre-hlvr sun rendering, a lot of code that's only used for dynamic sunlight different to everything else in light rendering Remove more unused parameters from lightbinner Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight Lightcookies and point lights
1 Year Ago
merge from main
1 Year Ago
subtracting 87969 threadsafe_protobuf
1 Year Ago
Set alloc funcs
1 Year Ago
Fix all compile errors, assert out all unimplemented functions
1 Year Ago
merge from main
1 Year Ago
merge from ddraw_improvements
1 Year Ago
merge from Attack Helicopter
1 Year Ago
merge from threadsafe_protobuf
1 Year Ago
Increase shadow map size on the light component defaults Exception wrap Component callbacks Add ColliderBase Don't tick the active scene if we're playing
1 Year Ago
Small JumpList refactor, update JumpList when activating game project - Removed JumpListManager - Moved all JumpList stuff into Sandbox.Engine
1 Year Ago
1 Year Ago
Don't use polymorphism for serialized delegates
1 Year Ago
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1 Year Ago
Tweak how Colliders initiate
Leaderboard backup, run #6317
1 Year Ago
attack heli turret reload sounds additional movement/physics/explosion sounds for scrap transport heli and mini copter misc polish on player heli sounds
1 Year Ago
v_mp5/v_usp: changes related to first person arms work (see main commit comments: 2573bebbec159e3703c437a5887d64fa5dd94665)
1 Year Ago
FPArms: many changes involving moving stuff into the first person arms VMDL for easier sharing & genericization (see commit comment) • removed hold_* bones • added weapon_root, weapon_root_children, weapon_IK_hand_*, and hand_*_to_weapon_ikrule, following the same hierarchy as existing weapons (weapon_root is a separate root bone) • weapon_root_children is a new bone between weapon_root and the children ("trigger", "magazine", etc. and the IK bones); this is so that weightlists can be moved into the arms VMDL instead of having to be explicitly defined in each weapon. Only part-specific weightlists (e.g. "mode_selector" for the MP5 knob) need to exist as part of weapon VMDLs now. • transferred common weightlists involving weapon_root • debug gizmo meshes (reminder: they're in a bodygroup) now show the weapon IK targets & the weapon_root bone • added "shared" animationlist prefab which holds generic template anims that weapons can reuse; the goal is to make these as independent from each other as possible (no interlocking references), more to come soon
1 Year Ago
Medium core is 6P shaded Atlas iteration
1 Year Ago
New smaller mushroom atlas for better M/L difference
1 Year Ago
NetworkTable: build variables in deterministic order See sboxgame/issues#4066, tbh I don't know why they get reordered Call Enroller.Dispose() in ServerDll.OnShutdown() Fixes sboxgame/issues#4067
1 Year Ago
Merged pull requests * Add SWEP/SENT.ClassNameOverride * Reduced player __index calls in player 3rd person animations
1 Year Ago
Add SWEP/SENT.ClassNameOverride (#1987) * Add SWEP/SENT.ClassNameOverride * Update weapons.lua
1 Year Ago
Reduce player __index calls in animations (#2010) * Reduce player __index calls in animations * Improve backwards compatibility
1 Year Ago
Delete all these random devtool scripts, we're not using any of it, delete some other random unused stuff One .gitignore, .gitattributes clean up obsolete stuff Use .git-blame-ignore-revs so we can ignore formatting commits
1 Year Ago
Github actions tweak
1 Year Ago
EditorCookie seems to be null here making CI tests hang, but I don't know why it'd be null @devultj ? Test game/server should timeout
1 Year Ago
Removed separate method for `VarString` and switched to bool overload for variable length vs fixed length Added support for variable length on byte[] and all string methods
1 Year Ago
Proof of concept done (it works); enabled on all alpha surfaces in Rust/Standard shader set
1 Year Ago
hml ironsight updates
1 Year Ago
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1 Year Ago
Proof of concept done (it works); enabled on all alpha surfaces in Rust/Standard shader set
1 Year Ago
Rename enum values Remove unused input source strings
1 Year Ago
Move native wrapper functions into VRNative class
1 Year Ago
Actions, action sets, action state, analog input data
1 Year Ago
S/M/L tuning WIP
1 Year Ago
This is unused
1 Year Ago
Move OpenBelowCursor to PopupWidget Fix NRE (even though it's handled)
1 Year Ago
Nicer add component menu Component context menu (can destroy components now)
1 Year Ago
Subtract the subtract