249,988 Commits over 3,959 Days - 2.63cph!
Add EnvironmentMap class for EnvMap.hlsl, allows you to fetch contribution of all environment map lighting, fixes CubemapReflections toolsvis, move stuff out of lighting.fxc
Init ToolsVis color to gray if mode is not supported, same behaviour as before
Remove vr_tools_vis.fxc, have it all in ToolsVis.hlsl as a class, remove all dangling S_MODE_TOOLS_VIS combos
ToolsVis for Material lives in ShadingModel, custom shadingmodels implement their own
Rest of shaders that do custom toolsvis behavior with new api
Remove any #if S_MODE_TOOLS_VIS, makes it able to slide smoothly into new system
Let toolsvis combo live where it was before (we're removing it right after) and remove S_MODE_TOOLS_VIS reference on spritecard, baked light vis on shadingmodel
LegsAnimator culling changes to support lods
Show time remaining until food spoils on the item information panel, updates in real time down to the second
Spoiled food now swaps to a new item (like burnt food) rather than showing an icon
Setup on corn with a temp icon
Horses new animator controller
Improved skidding behaviour
Added some procedural motion when braking/skidding
Tweaked the legs IK
Merge from cmBrainEnabled
cmBrainEnabled convar is now cmBrainForceDisable, will disable cinemachine when enabled
Disabled saving, made admin only
Merge from demo_shot_improvements
Fixed loop option not being respected if it was enabled while switching between shots
Try/Catch GetDefaultNewShotName in the DemoShotUI, will fall back to a generic name suggestion
Fixed interaction blocker in demo playback UI not working when the UI is disabled
Hooked up conditional mount brackets, will use a curved bracket when attached to the horizontal barrel
Added a quicker and easier way to create variables within ActionGraph (instead of needing to right click on a plug)
https://files.facepunch.com/CarsonKompon/2025/January/07_15-40-InstructiveUnicorn.png
Remove this check not allowing setting initial texture data for volume texture with mips, it should be allowed
Play around with tangent frame calculation using Parallel Transport / RMF
https://files.facepunch.com/lolleko/2025/January/07_20-51-CriminalBlackfish.mp4
merge from primitive_gm -> primitive
merge from primitive_gm -> primitive
Search for shaders in BSP if none were found in MOD
Fixed logic_collision_pair not calling base UpdateOnRemove
(and a few other entities as well)
Added "shaders/*.vcs" to BSP whitelist
Empty Entity.Constraints table on constraint removal
Fixes for `tanktrain_ai`
* Fixed sound playback and updated default sounds to existing files
* Added "Chase Target" key value
* Added missing input to the FGD
* Fixed movement
* !player target will update to the closest player before every move
* Change update rate while moving to 0.1s (from 0.5)
Fixed horse ground checks: ignore any collider from the horse itself + ignore client cols when in editor
Fix some NREs in spline model renderer
Binary search for accessing splines at a distance
Remove FCVAR_DEVELOPMENTONLY
Remove FCVAR_GAMEDLL
Remove CCommandBuffer
Update: Server demo playback now creates entities on palyers as it first encounters them
- Added demo progress logging
- Avoided a number of reasons for kicking (as we don't fully setup entity simulation)
I can see more activity now - next up is making sure the important history is also replicated/present.
Tests: played the same demo from before - logs confirmed players were present.
MapInstance doesn't load networked hammer gameobjects on clients as they'll be in the snapshot
Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected
UV polish on floor kit pieces (WIP)
Proof of concept for new spacially aware environment volumes method
90 degree rotation amount
- Swapped siege tower guide mesh from constructable to proper guide
- Adjusted offsets
▉▌▊ ▊█▍▆▉▅▊▆▊▌▌ ▍▅▆▊█▅▉▆▅▇ ▌█ ▍▉▄█▆▉▌ ▆▊█▋▍▅▇▄▆▅▅ ▋▌▅▆▄▄▅▆ ▄▆▅▆ ▊▆▌▄ ▄▊█▋▇▊▌ ▉▆▉█ ▆█ ▅▅▆▅▄▊▍▇ ▋▉▍▇▄▉▉▄
- ▇▋█ ▅▅▇_▇▋█▋▄_▄▉▄▉▊▌▋▍▄▍▅ ▊▉▌▊▇▅ ▉█ ▆▅▆▉▌ ▌▍▅▇▌▌█▊▆▉▍ ▋▊▍▇▉▇▊ ▉▄▆▄▌▇█▍ ▆▆▍█▍▋/▄▆▋▊▊█ ▄▆▉██▄▍▍ ▊▅▅▍▍ (▉▋█▉▋▅▌ ▌.▌▉)
- ▅▋▋▊▆▋█▅ ▊▌▌▉▆▉ ▌▉▌█▉ ▇▄ ▄▄▉ █▍▉▊▍▉▌▉▆ ▊▇ ▋▋▇▊▅▅
- ▍▉▅▅▍█▌▋▆▆ ▇▇██▅ ▊▆▆▆▅ ▌▆▅▍▆ ▆▉ ▆▅▋ █▋▇▆▅▉▍▇█ █▊ ▍▋▆▉▆▋
- ▆▆ ▄▉▅█▄ ▆▋▇▅▌▊▌▊▉ █▋▊▍▆▇ ▉▋▌▋▋ █▍ █▍█ ▍▉▇▄▅▆▇▆▆ ▍▇ ▆▋▉▋▉▄
updated vm minicrossbow anims
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Ensure primitive gamemode sets the era convar to "primitive" (which is what applies the item restrictions)
Fix items being blocked when server has unassigned era