250,571 Commits over 3,959 Days - 2.64cph!
Switch text shader to use bindless (to see if there are any perf changes)
Terrain Materials accept dragged cloud assets
Convert the rest of RenderAttributes stuff to use StringToken
Move SetRenderState out of the draw loop, called manually
Add internal, templated Graphics.Draw<T>
Delete PanelRenderer.Text.cs
VertexLayout is public, has attribute system to define vertex layout
Don't push identity matrices when rendering UI
Update ParticleModelRenderer.cs
Leaderboard backup, run #
12583
Fix last particle not processing
Add pitch and yaw to particles
Another TextureAtlas NRE fix when uninitialized
Fixed CellOffset visual display in Spritesheet Importer
Fixed Cell Offset in Import process
Use Pixel Font for Damage Numbers
Increase Map Generation Size with each Floor. Guarantee one item room each floor, adding another every 4 floors
Fixed enemies walking through walls
Fix dash networking
Added Enemy Spawner Component, Sprite and Prefab
PrefabSpawners have SpawnOnStart. Crates/objects will spawn on map generation, enemies will not spawn until entering room.
Doors close when entering Room (if room has enemy spawns). Doors open after clearing all enemies.
https://files.facepunch.com/CarsonKompon/2024/July/20_00-42-AntiqueMeadowhawk.mp4
Tick correct session in SceneViewWidget. Fixes occasional `Error calling 'tool.frame' on 'Editor.SceneViewWidget'`
More hill cliff progress / improved cliff shapes / scaled cliffs down
Improve flatten tool, first stroke saves a plane to trace against to get flatten height and uv https://files.facepunch.com/layla/1b2011b1/sbox-dev_KIb8siErec.mp4
Update dirty collider region for heightfield materials
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Added variable relief sample count based on shader quality level
Fixed disp/height map detection in material inspector
Optimize entity menu codegen to reduce memory usage
* Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes)
* Cache the phrases instead of allocating every time they can display
wire material setup and thickness
Fixed distance early out AO (distance black)
ditto
Merge branch 'master' of sbox
tincanwire mat and materials (need to work out uvs)
Hook up File -> Open Scene (Resolve TODO)
Various lighting related prefab stuff.
Road cone transmission texture.
Finalized with everything relevant moved to volume triggers.
+ Atmosphere zones and FX.
Add some structure to wolf behaviour code
Rollback ENT.PhysicsSolidMask for now
Rollback ENT.PhysicsSolidMask for now
Wire deployable on the Deployed layers
Tin can alarm deployable anywhere in monuments
Removed collisions with players
Fix clients getting stuck during loading after changelevel
Experimental: Do not close srcds on modelprecache overflow, just use error models
Added prop_disable_distance_fade convar (cheat)
If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots.
Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs
If unset, uses default value
New TF2 map icons
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Experimental: Do not close srcds on modelprecache overflow, just use error models
New TF2 map icons
Added prop_disable_distance_fade convar (cheat)
If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots.
Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs
If unset, uses default value
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
Tin can alarm art implemented
Particle system optimzations
deploy model for tin can alarm
split off cans with their own pivot
Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again
Make SSR reconstruction ghosting less apparent
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
tin can alarm art, lods, gibs, art prefab setup
Seperated parenting volumes for above and below
Fix for edges against distance objects
(i) do not apply AO on distant pixels (eg. skybox)
(ii) when calculating ao, any sampled pixel that is too distant will be rejected as a contributor to AO
Merge branch 'master' of sbox
Detangle all this from Cubemapper, make it able to render inline rather than on a render block
Redo update strategies from envmapprobe, much simpler, works everywhere now
Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f
Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
PerformanceStats.Timings lockless