240,163 Commits over 3,837 Days - 2.61cph!
merge from chainsaw_sleep_fix
merge from loot barrels fixes
BuildBoneHierarchy typo fix, add SkinnedModelRenderer.GetBoneObject( Bone / int )
Delete viewmodel AO ( Will come back as a reuseable generic component for camera ), ripplecompute ( unused, shit ), fix depth fetching on Glass to use Depth::Get
Directional AO depth doesnt use MSAA
Keep MSAA depth read for decals only
Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used
Fix component members without source info being ordered randomly
Hammer entity definitions can live on life support in Sandbox.Tools
Fixed VS Code open file, now opens code workspace at specific path/line/column
Terrain size is stored on TerrainData, specify the total world size instead of confusing units per texel
Fix grid axis colors being the wrong way
Use Gizmo colors for grid axis & add SrgbGammaToLinear so the colors aren't fucked
Document ComputeShader, remove obsolete, Dispatch throws exception for bad parameters instead of silently failing
Terrain shader write to depth
Brush preview works again
Use compute shader to modify terrain heightmap instead of shitty interpolations on CPU
Terrain: Use ShadowRenderType
Lighter terrain grid
Fixed reachability test for expression nodes
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Added failing test of variable accessibility
Fixed finding and validating referenced variables
Instantiate to Clone
Add ptt mic to player
Give Voice Transmitter a few more options
Nicer errors if trying to RPC unsupported values
Fix tags not always getting applied to scene objects
Members with [Expose] are always exposed
BytePack dictionary support + tests
Leaderboard backup, run #8788
Merge from media_projects
Added server.industrialTransferStrictTimeLimits convar
Adds the ability for conveyors to abort a transfer without it completing if the transfer is taking too long (x2 server.industrialFrameBudgetMs)
Will preserve performance at the expense of changing behaviour and potentially causing some transfers to transfer unevenly
Ping all of the building blocks that need to be upgraded
Animals on tutorial island no longer drop items that aren't necessary to continue the tutorial(bear won't drop leather, chicken won't drop bone frags, etc)
Added more help and context to the upgrade base mission
all ref models for twitch drops render scene
Processed textures as forced by Unity
Added texture preprocessor to disable crunch by default
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Fixed doors not taking into account the speed multiplier set on the open/close states when calculating their animation timings
Looks like most doors had incorrect times due to this, leading to vehicle detection volumes being active for too long, sometimes multiple seconds after a door finished animating
Updated doors: Wood/stone gates, garage doors, armoured/sheet metal/wood single doors, armoured/sheet metal/wood double doors, twitch drop industrial door
Never expose intermediary MSAA'd depth to the user, you're just opening a can of pain, use Depth::Get() method instead
Shaders need removing old MSAA depth ("SceneDepth"/"DepthBuffer")
VR: Don't crash inside ControllerTypeFromString if we weren't able to fetch an index for the device
Add CameraComponent.RenderToTexture
WIP use variables directly as inputs
https://files.facepunch.com/ziks/1b1011b1/NVIDIA_Share_k0NTtOlpgq.png
Add Voice component https://files.facepunch.com/layla/1b1011b1/sbox.2024.01.10.20.22.06.mp4
Citizen: fixed the neck bone in Airborne_Flail_Movement having been pushed down due to a CAT bug
Simplify water shader removing fog and other components, these would all be in it's own entity component now, much simpler, also the whole shader needs to be thrown away
Show project close dialog when switching project too
City hall exterior greybox update
Don't write glow to alpha, makes camera previews and screenshots not be translucent with them, compile shader
Shutdown HTML after VGUI
Make sure VGUI panels free up HTML resources before deleting the HTML system, hopefully fixes random Awesomium crash on game exit
Fix crash when prop_door's have no model
Added titles to disconnect messages based on the message source
Delete unused bugreporter.dll files
Delete unused sixense dlls
Delete unused headtrack_oculus dlls
Exclude unnecessary files from dedicated servers on windows
Added "quit keep_players" option to not force disconnect players
Added "-allowquit" to enable engine.CloseServer() run "quit keep_players".
Make MultisampleScreen take the MSAA amount from the current context rather than from the main swapchain, fixes validation of effects using the wrong MSAA level as what the layer wants, fixes glow outlines in preview cameras
Updated Terrain tool icons from Jen
Fixed layout issues with scrollbar and scrollrect
Setup proper padding for inside vendor listings
Hide scrollbar
Added out of stock colour support.
Added scrollable single vendors
Added scrollable all vendor listings
Modified single vendor UI prefab
Adjust layout again
Only network contents of backpack to the player wearing it