241,176 Commits over 3,867 Days - 2.60cph!

1 Year Ago
merge from main
1 Year Ago
wall rack LOD issue fixed - turns out it was being triangulated badly so set manual traingulation of that particular polygon issue was also persistent on a lower lod level, fixed that too.
1 Year Ago
burst module weapons have slightly reduced time between shots and a bit less recoil overall
1 Year Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability Get ripples on new water shader High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything Don't sample ripples on shader if not using water entity Simplify cpu side of ssr, fix things for latest revision Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png Squashed commit of the following: commit da96f1c95fb7c20271e9ce8428aeecbb780f7845 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Sun Jul 23 21:45:44 2023 +0100 Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png commit 7c323611215a44a3e1b97284a624c0df656ba4c5 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Jul 21 22:54:37 2023 +0100 [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan commit b96e5efc447484f7a040ead9213df1a263d88d55 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Jul 19 18:50:33 2023 +0100 Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water commit 6002107634ea0c747c17cb4160e4f9b649e3b700 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 13 19:05:03 2023 +0100 Fix water ripple collision commit 2f5247f5443eeffb54d3620d09ae476e2c9b6442 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Mon Jul 10 20:18:01 2023 +0100 Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible commit 354b77dbcadd40e893bbb0f2f9e2d09a88f18db6 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 6 17:50:00 2023 +0100 Water fog and refraction commit 3cd9da902a4f12d8f53ab9d8f3b43ad0b5bb0c9a Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Jul 4 14:39:04 2023 +0100 Backport simple water from SSR branch Cleanup, shared_standard_ps_code doesnt need these anymore since we define on material, sharpen compositing confidence Encode normals in 2D view space for denoising, simpler and works much better, increase max sample count for reprojection Cleanup Frambuffertexture bullshit, it's on scenesystem now Try to escape backtracing linear search in power of two increments Pass downsample ratio to intersection and denoiser so that we keep a full res hi-z buffer for fullscreen traces Fix pathes and attributes Compiled shaders for SSR except complex Compiled Complex with SSR Default dynamic reflections to 0, cleanup Only do MSAA blit on depth, fixes SSR on vulkan and a bunch of other weird regressions
1 Year Ago
RenderTools::Draw don't reset the bound transform, but make sure it's set in CManagedRenderLayer before passing to UI.. Not great solution overall
1 Year Ago
Merge pull requests * Added SANDBOX:ContextMenuShowTool hook * Added Global.ScreenScaleH( height ) * Added table, num = table.Pack( ... ) * Added table = table.Flip( table )
1 Year Ago
Add global function ScreenScaleH (#1999)
1 Year Ago
Added SANDBOX:ContextMenuShowTool hook (#1990) Return false to hide tool settings in context menu
1 Year Ago
Add table.Pack (#1575) Since garrysmod-requests/issues/585 isn't going to be done anytime soon, this is the 5.1 alternative. This packs varargs in a table and returns the proper length including nils, which is unreliable with the ``#`` operator.
1 Year Ago
Create table.Flip (#1548)
1 Year Ago
Upgrade to Expo SDK 48
1 Year Ago
Improve slide efficiency Up AirControl / AirAcceleration Separate Slide and Duck into separate actions
1 Year Ago
merge from main
1 Year Ago
Fix MapSelectionButton NRE
1 Year Ago
display recovery probability and time left on wounded screen
1 Year Ago
Menu resources
1 Year Ago
1 Year Ago
FriendCount only counts people playing the game
1 Year Ago
Add header to server list Server List Update https://files.facepunch.com/tony/1b0211b1/sbox-dev_d4VsW1eTAR.jpg
1 Year Ago
Implement Create Game
1 Year Ago
Add Server List Let people set the player count, server name
1 Year Ago
Don't try to inject razor file error locations unless we're the game Create Game Modal We don't need saved games in the default menu Auto height the create game dialog
1 Year Ago
Tangent / normal fix
1 Year Ago
Generate tangents
1 Year Ago
vulkan: more VK_EXT_extended_dynamic_state fixes UI VertexInput should only have nInstanceID with D_MULTIVIEW_INSTANCING VK_EXT_graphics_pipeline: validate pipeline descriptor sets before draw Vulkan: Remove AMDBindVertexBuffersWorkaround (fixed in 2018) RenderTools::Draw: Add BindTransformSlot for an identity transform ( In future this should probably be CSceneSystem::BindIdentityTransformAndInstanceIDBuffer ) CRenderContextVulkan::BindVertexBuffer - mark it as used
1 Year Ago
ShaderGraph: ObjectSpaceNormal node ShaderGraph: TransformNormal node can now transform from object space
1 Year Ago
Update .gitignore Remove limits when reading SteamHTTP response headers Also supply non lowercase headers for those few that worked before
1 Year Ago
various vmat_c changes
1 Year Ago
Also supply non lowercase headers for those few that worked before
1 Year Ago
added concrete_rough + damaged mat
1 Year Ago
Don't show the fallback logo as the server's logo on modals when the server has no logo set
1 Year Ago
1 Year Ago
ServerList Shrink refresh button
1 Year Ago
Add background color so it doesn't look off
1 Year Ago
Restyle friends button
1 Year Ago
Fix possible nre Disable these, we don't want to download all that content in the menu Update .sbproj
1 Year Ago
Remove limits when reading SteamHTTP response headers
1 Year Ago
Update .sbproj
1 Year Ago
tweaked sunglasses lens and lens_polarised albedos so that they are darker and more opaque
1 Year Ago
I'm not sure why this was compiling in game Razor doesn't like this Loading screen
1 Year Ago
Tweaked train tunnel materials that rely on the oil_rig_trims textures. Attempted to make them look like how they did originally before the texture changes Added oil_rig_trims_alt_spec texture
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
#UNITY_EDITOR fixes
1 Year Ago
Obsolete Game.Menu.Friends, add Game.Menu.FriendCount Add friends list modal w/ Game.Overlay.ShowFriendsList( options )
1 Year Ago
Server list + loading screen style
1 Year Ago
Welcome screen link tweaks: "Wiki" becomes "Getting Started", move to top
1 Year Ago
Fix error in AssignEntityPointers Add Cloud.Asset (returns string path of cloud asset)
1 Year Ago
UI: Add support for keyframed box shadows - should probably take a look at changing this so that we have consistent property support between transitions and animations
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Main menu wip