239,357 Commits over 3,837 Days - 2.60cph!
Added new overlay type and prefab for hood. Item.
Return old studio lighting scene
merge from sks (Sar skin for nomad hazmat pack)
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merge from external_holdtobuild
merge from launch_site_puzzle_loot_fix
New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
Fixed crates spawning inside LS elite spawns on puzzle reset
merge from industrial_conveyor_quickmove
merge from cargo_double_dock
merge from mission_improvements_may_24
merge from material_reserialize_may_24
Leaderboard backup, run #
11394
Improve ServerUse for weapons with >0 thickness. Previously a sphercast would find all hits along the bullet's travel, and then hit the first valid solid object. But imagine a theoretical bullet with e.g. 20m thickness, hitting the ground in the middle of a crowd of players. That bullet hits the ground first, so that's considered the canonical hit, and no players take damage at all.
In this updated version, we only exit once we've done damage to something that can actually take damage, otherwise we keep looking through all the hits. Since this means we might now find valid hits behind solid static objects, we now also check for visibility of the hit.
Minor edit, don't need a separate method here
Added a backup generic hit pos so the attack heli rockets crosshair doesn't ever have to reset confusingly to the center of the UI
Fix compile error from title being changed to titlePhrase
Added a slight level of movement forgiveness when placing external walls, placing should now be possible while perched on something (where for all intents and purposes you're standing still but you might be moving an imperceivable amount per frame)
Short Ice Wall now takes 3 seconds to place
Get rid of most of the unused commented code
Merge from main -> qol_auth_friends_tc
Fixed cargo ship not remembering which harbor it was docking at if the server was saved mid-dock
Fixed the quick move conveyor path leaving 0 quantity items behind when moving items
These get cleaned up every second in the item heartbeat but we need it to be faster because electrical furnaces have limited space and the 0 quantity items were making the conveyor think it was full and shut down
Reserialize all materials (1083 changes)
Merge from cui_scrollablecontainers_54
Fixed typo in horizontal scrollbar json read
Fix typo, not meant to pass high precision offset to fog, just direct position
https://i.imgur.com/EGNuSTA.png
Remove references to texture cube arrays
Remove all CPU path for envmaps, bindings, fingerprinting, etc, should've removed 3 years ago but now we're ready for it
Shadow Cache + Time Sliced Shadows (#1535)
Print actual lightdesc for shadow map on debug markers, cleanup
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
Remove all atlas downsampling bullshit, not even being used
Backport shadowcache from CS2
Backport more shadowcache code from cs2, start adapting lightbinner for new layout
Remove ConsiderLight and LightEntry, they're bullshit now and overcomplicated, used to figure out which lights had priority but not needed anymore, data flow is leaner now
Time sliced shadows + shadow caching
Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline
Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect
lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system
Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved
Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight
Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply
Pass per view lighting constants to shadow, transition barriers to fog
Fix file move on vpc for shadowmap_texturebarrier_renderer.h
merge from electricity_power_fixes/2/doorcontroller
Fixed NRE when saving null io line anchors refs
Make atmospherics on shadingmodel take position with offset directly, recompile terrain with it, fixes volumetric fog on terrain
cherrypicking
96512 !Removed the 5 scraps you get from recycling a RF Pager (as we removed the tech trash from its recipe)