252,172 Commits over 3,990 Days - 2.63cph!

7 Months Ago
Use conservative alphatest discard for depth prepass in goback_material instead of opaquefade, fixes blue stripes in overlays
7 Months Ago
Damage effects for motorbikes. Road FX tweaks.
7 Months Ago
bike & motorbike sounds
7 Months Ago
Envmap Ambient Lighting + Sky Envmaps (#1568)
7 Months Ago
Envmap Ambient Lighting + Sky Envmaps (#1568)
7 Months Ago
Update shaders with legacy ambient lighting padding
7 Months Ago
Don't create a death marker
7 Months Ago
Add padding for LegacyAmbientLightColor, let's not make our lovely existing community games have red ambient color https://files.facepunch.com/sam/1b2811b1/FLkIjvjdgH.png
7 Months Ago
Milder throttle exhaust. Will get more pronounced with damage.
7 Months Ago
Merge Travelling Vendor -> Main (yet again!)
7 Months Ago
Added client check for editor script
7 Months Ago
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things Set skybox as global cubemap Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene [Pick] Implement "GGXCubeMapBlur" filter on CPU, previously it did not work at all in CI since require RenderSystem which isn't ideal since it's the only thing that did so and is completely different from our Cubemapper GGX filter, this makes all filters consistent and much cleaner, remove Convolve Envmap shader I want to start using GGX filtering on skyboxes but this wouldn't work on CI because of that requirement Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper Cubemap fog just takes material from current skybox https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4 Make CubemapFog material still be configurable, take it straight from the skybox if it's null Separate Ambient Light into it's own component from Directional Light, add upgrader for it Use black cube if texture passed to lightbinner is invalid (eg non-sky material from SceneSkybox ) Fix World.AmbientLight, make flat ambient light lerp between IBL and what we have, make it artist accessible with ambientlight component Delete these skybox vtexes Remove convolve_environment_map.shader from shader ci Don't change flTargetLuminanceOfCubemap, it's bullshit Skybox envmap has lowest priority https://files.facepunch.com/sam/1b1911b1/yipICq2VMI.jpg Swap tools stuff that uses DirectionalLight.SkyColor to either IBL or AmbientLight Better description of obsolecence update shaders with IBL Default ambient color on SceneThumbnails Add padding to buffer Fix IBL not applying to transmissive Use faster Scene.GetAllComponents<SkyBox2D>() for fetching skybox texture on CubemapFog to not iterate over all gameobjects Revert SkyColor to control ambient light on DirectionalLight again, but pipe it to scene's ambient light color Sun prefab now comes with no skycolor ( Takes from IBL )
7 Months Ago
Travelling Vendor -> Main
7 Months Ago
Fixing compile error
7 Months Ago
Merge Travelling Vendor -> Main
7 Months Ago
Fixed override steering bug Increased time between pullovers
7 Months Ago
Revert SkyColor to control ambient light on DirectionalLight again, but pipe it to scene's ambient light color
7 Months Ago
remove ambient sound from travelling vendor vending machines
7 Months Ago
TextureAtlas.FromSprites orders list by name so order doesnt matter TextureAtlas.FromSpritesheet re-orders list so order doesn't matter
7 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders Fix r_depth_debug Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it https://files.facepunch.com/sam/1b0711b1/tt3.png Readjust depth bias on debug shaders for reverse depth Fix shadow in reversed depth https://files.facepunch.com/sam/1b0711b1/tt2.png Adjust depth bias for gizmo shaders for the increased depth precision Tiled light culling with reverse-z SSR with inverted z ( Way more stable ) Fix (3D) Skybox with inverse depth range Fix SSR backtracing on reverse depth Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner DoF with reverse depth Shaders for reverse depth Fix glass and decal overlays depth bias Shaders with depth bias fixes Add shadow depth bias on matrix Compile UI shaders for inverse depth Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean Fix SSR backtracing and confidence check ( and Depth::GetLinear() ) https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png Update shaders Reverse-Z Compatibility: Serialize depth stencil state version and reverse the depth comparison of old shaders Update shaders with stencil state versioning https://files.facepunch.com/sam/1b2111b1/ZCuq7swn9v.png
7 Months Ago
Fix hot air balloon immediately deflating after server transfers
7 Months Ago
Remove alphatest layers and unused attributes, all done in opaque pass Depth Fast Path was fucked up with material overrides, disable depth fast path on that batch if we're using material overrides then, this whole system seems complicated to begin with too, additionally material flags were not being updated when you did a SetMaterialOverride This fixes translucent material overrides rendering as if they were opaque https://files.facepunch.com/sam/1b2811b1/UNobtq1Qnd.png Handle translucency flags for material overrides in renderingpipeline Nullcheck bMaterialOverride
7 Months Ago
Fix player's parent incorrectly being removed in BasePlayer.EndSleeping
7 Months Ago
Damage WIP
7 Months Ago
Greatly improved the performance of vendor position pull over collider check
7 Months Ago
Merge from runtime_profiling_update_markers -> main
7 Months Ago
Simplify StartOfFrameHook as the first of FixedUpdate() or Update() Rename "CPU" in perf 6 -> "SCRIPTS" Estimate time taken to measure Physics.Update() - time taken between `FixedUpdate()` and `yield WaitForFixedUpdate` - include physics update time in server runtime profiler - add to perf 8 alongside FixedUpdate ms
7 Months Ago
Wallpaper pickable using a hammer
7 Months Ago
Drive for a bit before switching off indicators Removed another sphere
7 Months Ago
Fixed unset indicators on pull off
7 Months Ago
Fix RSS news blogs Fix rating button selection
7 Months Ago
Fixed another bug with hazards Commented out debug spheres
7 Months Ago
Change asset.party org Merge branch 'main' into spritesheet-importer
7 Months Ago
Change asset.party org
7 Months Ago
Reduced serverside max steer angle to a more realistic maximum Swapped right indicator use flags that are actually free Setup hazard lights on pull over Prevent explosives from being able to be placed on the vendor Fixed issues with right indicator
7 Months Ago
Add FlashColor and FlashAmount to SpriteComponent Fixed sprite editor rendering the sprite with flash on Implement IsLooping on SpriteComponent BroadcastEvents pass the SpriteComponent as argument Added OnAnimationComplete action to SpriteComponent Update README.md Merge branch 'main' into spritesheet-importer
7 Months Ago
Update README.md
7 Months Ago
map updates
7 Months Ago
Fixed DNumSlider reset to default via MMB not functioning correctly Entity.GetBodyGroups returns "empty" for submodels with no meshes Added Entity.GetFlexType ( id ) = string Returns model defined flex controller "type" or the group Added Color:Lerp( target, frac ) Small changes * Fix DForm description * DNumSlider.SetEnabled also affects its DLabel * Finger poser and Faceposer correctly rebuilds UI on loss of entity * DLabel.SetDark disables SetBright, and vice versa * DLabel.SetHighlight always overrides SetDark AND SetBright Added string.NiceName & use it for bodygroup names It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function. IMaterial:GetColor returns an actual Color Disabled DLabel has faded out colors Fixed file.AsyncRead erroring after Lua shutdown Faceposer flex groups The groups are defined by the models themselves. https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
7 Months Ago
Player marker will show for enemy players under certain circumstances, with minimal info
7 Months Ago
Merge from runtime_profiling_update_markers -> main
7 Months Ago
Add script execution time for Update(), LateUpdate() and FixedUpdate()
7 Months Ago
tdm map added more spawns added minimap Merge branch 'main' of sbox-hc1
7 Months Ago
Added wallpaper conditional models to all stones building block prefabs
7 Months Ago
Damaging wall removes attached wallpaper (only one hit atm)
7 Months Ago
Set last wounded start time when handcuffs are broken out of
7 Months Ago
WIP water Ditto
7 Months Ago
When spectating and the viewer dies, move to next player immediately, fixes #133
7 Months Ago
Fix voices showing up for disconnected players
7 Months Ago
Merge from main