250,524 Commits over 3,959 Days - 2.64cph!

4 Months Ago
fence more structure prefabs factory uzi
4 Months Ago
1P volumetric tests Updated cookie
4 Months Ago
4 Months Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
4 Months Ago
Merge from main
4 Months Ago
Transform plane directly to local instead of using inverse matrix
4 Months Ago
Tiled Frustums Start moving tiled_light_culling to use frusta Iterate frustum tiled culling Near/far tiled frustum planes Very simple ConeIntersect and AABBIntersect Cubemap frustum cullinng Show cubemap complexity on tiled debug vis as well https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums https://imgur.com/a/tybd5Dv Fix ortho projection for CalculateScreenTiles [pick] Fix Depth::GetLinear and add Depth::Linearize fix DepthMinMax on ortho projections, fixes tiled lights on ortho projections https://files.facepunch.com/sampavlovic/1b3011b1/ZiyxdtwHc1.png Delete tiled_frustums_cs, main shader does everything, we recalculate it every frame anyway since we also match the depth chain for the far plane, can store it later again from it if we need it for anything
4 Months Ago
Ensure that selected Media is 16/9 in PackageModals
4 Months Ago
Apply cubemap normalization properly on flat ambient light Apply subsurface scattering to IBL lighting, looks shit otherwise https://imgur.com/a/yipFu52
4 Months Ago
Re-balanced coverage and tile spawning Death FX now affected by lighting Adjust more tile spawns Fix tooltips sometimes lingering Add DamageOverlay, Invulnerability Time, and fine-tune Enemy Attacking Added Easy Access Skill, more Vitals tweaks and Zombie fixes Added Ice Bushes ChestTilePanel shows contents of chest if you have permission Added permissions to Weapons, crosshair prompt will override visibility when hovering an interactable Clean up ChestTilePanel Added Bow item with basic functionality and Projectile class Added Arrows, consumed by the Bow as ammo. Hotbar shows ammo count on bow. Added PreviewSkill
4 Months Ago
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4 Months Ago
Iterate on cover and peeks
4 Months Ago
Map Updates and Dialogue added
4 Months Ago
Iterate GTAO Iterate GTAO
4 Months Ago
Fog Fix, allows you to change light settings for volumetric fog specifically and does a massive cleanup, last try of this had some perf issues but should be sorted Squashed commit of the following: commit 4c0d34857bb545c62a83b6b09ef65261dca3ddd8 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Oct 3 18:41:48 2024 +0100 We dont use CLightBinnerStandard::InitForView twice in same view, rename GetLightbinnerStandard from scenesystem to not conflict with views getlightbinnerstandard which has different behavior commit 8f3d1244f38a74525bcba28dc520ae5bf1dd1099 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Oct 2 14:06:40 2024 +0100 Make fog lights buffer persistent with the volumetric fog's lifetime commit 0d5bee31cad9b54fc75e2dbff85accfd03d7b3e1 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Oct 2 13:52:39 2024 +0100 Make sure this is properly inlined to never trash cache commit 5709fcf4b113088c684c095fc08d05fe176f940c Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Oct 2 11:46:35 2024 +0100 LightBinner::InitFromParent and disable fog shadows commit 93fa098f5c55bddfa4b3d3261b26b7c9edfc8dd8 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Oct 1 18:01:49 2024 +0100 Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants, remove bRenderFogClipmaps for commit 6f0125fd6ad1bf5512346ffe3c727532a6687cf4 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Sep 6 13:23:03 2024 -0300 Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png commit 0ff3702c73cf54edddc5dd82b8c54598904fae10 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Sep 6 13:14:08 2024 -0300 Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix light fog strength commit 50170c166dd1cc37d863046aa632a30fb6629860 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Sep 6 12:47:35 2024 -0300 VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore Don't update shadows on fog pass, some lights are set to be updated always but should all be fetched from cache
4 Months Ago
map progress
4 Months Ago
Rollback game.CleanUpMap removing tempents and beams Apparently crashes on x86-64 somehow, sometimes, for some people Fixed a few more potential crashing issues Fix a lag issue to do with spamming certain packets to the server from client
4 Months Ago
t1 smg viewmodel updates - ironsights tweaked - skinning updates for springs - idle pose updated - bolt position poses - anim length changes to match smg in 1p and 3p
4 Months Ago
We dont use CLightBinnerStandard::InitForView twice in same view, rename GetLightbinnerStandard from scenesystem to not conflict with views getlightbinnerstandard which has different behavior
4 Months Ago
Added Storage Skill Added Max Drops At Once to ItemSpawner
4 Months Ago
Fix pickaxe upgrade line Added MeleeTrigger and Sword Slash Created Weapon class, Aim Arrow, and Holdable.HasCrosshair. Fixed colliders on mobs Added each tier of sword, updated a few crafting recipes
4 Months Ago
dev models for hacksaw and matches
4 Months Ago
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4 Months Ago
Explicitly define the default sort order
4 Months Ago
not applying flow forces on lakes, the water is still - also cleaned up the accumulation of the flow force, the amount of nesting was horrific
4 Months Ago
RectInt: your favourite Rect struct but with integers Texture.GetPixels: Able to specify dstRect fully Terrain optimizations, better undo/redo, clean up * Implement new undo/redo system, track delta changes instead of full snapshots (faster, more reliable) * Don't upload buffers every frame in OnPreRender * Stop using MakeDirty, each property only updates what it needs to * Only create SceneObject when we can actually use it * Don't over expose public methods & properties, remove dead methods Optimize TerrainStorage.GetDominantControlMapIndices 400ms -> 1ms Pass in a buffer we get from ArrayPool instead of allocating and returning, also preresolve some getters Vector3: Aggressive inlining on aggressively inlined System.Numerics.Vector3 methods TerrainClipmap mesh gen optimize 266ms -> 26ms
4 Months Ago
Fixed filter by facet not working Legacy leaderboard uses new database
4 Months Ago
Colour adjustments and detail additions to catapult
4 Months Ago
API update
4 Months Ago
accidental doubling up of waterflow generation for rivers
4 Months Ago
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
4 Months Ago
Rotation can parse from serialized Angles, resolves Facepunch/sbox-issues#6085
4 Months Ago
Added arted-up catapult model, materials, and textures. Some tweaks pending.
4 Months Ago
Save viewport settings to project cookie instead of global editor cookie Fix scene view cookie not always correctly saving Scene view: Save 2d zoom per-scene alongside camera position/rotation Scene view: Save Layout to project cookie
4 Months Ago
Drop coins on death Added Keep Riches Skill Settings UpgradesFrom to self means item can only be crafted once Added other Shovel types Added stone sword item and other sword sprites
4 Months Ago
Hammer Stage Missing ui elements
4 Months Ago
Update .gitignore
4 Months Ago
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4 Months Ago
Remove AssetPopup, we're just overcomplicating things for no reason there Directory context menu Clean up asset list entries Remove unused, hook up AssetLocations.OnFolderSelected
4 Months Ago
Fixed drawbridge animations Added another drawbridge to the lower level
4 Months Ago
Buildfix: isolating perf test scripts into it's own assembly - For the time being stores existing perf tests - will reorganize when the structure is more clear in the future. Tests: Unity booted without errors, confirmed perf tests presence in Test Runner
4 Months Ago
Editor: add ability to define launch arguments for new game instances, resolves Facepunch/sbox-issues#6095
4 Months Ago
Stats cleanup
4 Months Ago
Merge: from main Tests: none
4 Months Ago
Added front door and drawbridge to the siege tower
4 Months Ago
Resolve Facepunch/sbox-issues#5844 - Input.ReleaseAction/Actions should work across contexts
4 Months Ago
Implemented a proper death state Added Ruby Chunks Moved death state from Player class to Entity, added Death FX
4 Months Ago
Planters now use the same outside check as water catchers. Reworked planter rainfall logic. Added planterbox.outsidetestdistance server convar to control distance check.
4 Months Ago
Highlight player if obscured