251,292 Commits over 3,959 Days - 2.64cph!

2 Months Ago
Human Hair Update
2 Months Ago
Update: added Assembly name to the snapshot marks Makes it a bit clearer where calls are coming from at the expense of larger snapshot(compressed: 2mb -> 7mb, json: 50mb->140mb). But, since the profiler is much faster now, the snapshots are smaller on 6k servers. Tests: exported 2 snapshots from Editor's Craggy, and exported 5 from standalone 6k server
2 Months Ago
Bugfix: Prohibit constexpr initialization of mutexes in ServerProfiler.Core Turns out the toolset I'm using produces non-binary compatible assembly - using an escape hatch to avoid this issue. This only manifested in standalone builds. Tests: exported 5 snapshots from procgen 6k world in a row over 2 minutes. Used both borked and good hamony mods as well.
2 Months Ago
merge from upgrade_forgiveness
2 Months Ago
merge from skin_change_noclip_fix
2 Months Ago
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2 Months Ago
merge from birthday11
2 Months Ago
Temporarily ignoring AssertNoGraphErrorsInScene
2 Months Ago
Bump verbosity for PR tests
2 Months Ago
removed copied crossbow files from blowpipe folder, added/set up worldmodel prefab
2 Months Ago
drawbridge anim fixes
2 Months Ago
Child camera executes command lists from camera it's taking attributes from
2 Months Ago
anim import options for drawbridges
2 Months Ago
clipped the open anims on the drawbridges to be the correct span
2 Months Ago
Remove SyncTask
2 Months Ago
New view model and 3rd person blowpipe animations set up
2 Months Ago
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2 Months Ago
Bugfix: fixed incorrect time scale in reports - Also replaced the debug dll with a release one (interestingly, this also removed quite a lot of scopes in the report) Tests: exported snapshot from Craggy in editor
2 Months Ago
Merged battering ram gibs
2 Months Ago
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything - Also tracking pressed controller buttons now
2 Months Ago
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything - Also tracking pressed controller buttons now
2 Months Ago
merge ice_sculptures->Aux2
2 Months Ago
Updating catapult rig with new mesh LODs
2 Months Ago
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2 Months Ago
Optimize navmesh generation by pooling generators This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
2 Months Ago
cherrypicking aux2 ice_sculpture fixes
2 Months Ago
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders Composite AO to pipeline rather than blitting, cleanup AddHookAfterTranslucent > AddHookAfterDepthPrepass [Pick] Add internal Graphics.FrameAttributes, up to review Remove hack for clearing AO and use FrameAttributes instead [pick] GetBindlessRWTextureXXX if compute shader Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray [pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc [pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA Compile shaders without MSAA sampling for AO
2 Months Ago
Bugfix: various issues that snuck in during rewrite - Turns out unmanaged threads get destroyed by engine, so needed to add deferred clean up of collected telemetry - this fixed editor crashes and crashes in export thread - I accidentally recorded allocations for worker threads only - flipped to record main thread only - I was emitting methods for MethodExit and MethodException marks, which is unnecessary - cleaned up Still need to fix timestamp conversion on export, that'll be next Tests: exported snapshot from Editor's Craggy
2 Months Ago
Fixed regressions in CPhysicsShape::GetTriangulation Yeet the weird pointer iteration that fucked me 3 times by now.
2 Months Ago
Only use cameras for load origins if no LoadOrigin components in scene
2 Months Ago
fixed 3rd person cake to display corredct birthday number, also tweaked materials for better SSS and jam colour/height
2 Months Ago
Support new server message protocol
2 Months Ago
Bump up pose recipe param buffer size to 4kb
2 Months Ago
Message sending cleanup, send more than one edit per message
2 Months Ago
Update SpriteTool slightly improve grappling nograb component Pause menu Scene + Rooms
2 Months Ago
Clear out unused InputManifestTemplate ItemGroup in Sandbox.Game
2 Months Ago
Remove old SCENEOBJECTFLAG_HIDEINFIRSTPERSON Remove old SCENEOBJECTFLAG_SUPPORTS_ENV_INTERACTION Write GameOverlay depth to main scene, so things like bloom layer don't render over it
2 Months Ago
Fixed offset battering ram scoop
2 Months Ago
Merge from december24_art_fixes/tutorialcleanup
2 Months Ago
Moved the tutorial island scene to the Test subfolder so it is separate from actual scenes used in the game or S2P Created a new TutorialIslandSceneDressing nested prefab that contains all of the content from the scene. Some of this set dressing had been updated just in the prefab and not in the scene so this resolves some issues Added a big written note to the top of the Tutorial Island scene to discourage edits, we still need the scene in order to rebake out the terrain mesh or foliage
2 Months Ago
Create attachment gameobjects on renderer root, transform them on animation update instead of attaching them to bones
2 Months Ago
Added missing texture maps for catapult. Added battering ram hardware gibs.
2 Months Ago
Ammo
2 Months Ago
Revert "Optimize navmesh generation by pooling generators 2.0" This reverts commit 54123afcdceb6e924eb14625985a3501f2d801e4.
2 Months Ago
merge from main
2 Months Ago
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2 Months Ago
PSA -- Please do not duplicate content. Use nested prefabs instead -- moved cliffs and overgrowth content in tutorial island scene in release folder to nested prefabs since the actual tutorial island is a manual reconstructed prefab copy in the missions folder, this at least saves us from manually rebuilding the target prefab when it comes to these objects and it can be updated externaly. kthx