241,163 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Use old water for dynamic reflection's first release but convert it to material API to fix a bunch of issue and as forward looking to water2, iterate on water collision
1 Year Ago
Fixed building tier disappearing from radial menu when valid building skin is set
1 Year Ago
dirt_pile_01 vmdl LOD threshold adjustment
1 Year Ago
Use margin for package selector modal so you can click out of it
1 Year Ago
Use real info for ServerList, add OnServerSelected behavior
1 Year Ago
Fix confusing comment
1 Year Ago
Fixed AE_CL_PLAYSOUND anim events not playing for non-networked client-only entities
1 Year Ago
adjusted concrete_rough + damaged blends
1 Year Ago
▊▋▋ █▅▇█ █▌▉▍▅▌ ▋▍▍▄▇▋▊ ▅▆▅ ▌▋▄▆▉
1 Year Ago
merge from main
1 Year Ago
Only show gamemodes with a Display attribute Temporarily disable war gamemode as we focus purely on kc
1 Year Ago
Weapon balance pass
1 Year Ago
Made the spawn system a bit more robust
1 Year Ago
merge from main
1 Year Ago
Limit organization creation Fix page titles
1 Year Ago
Starting next conversation stage Cleaned up conversation flow on tutorial npc Fixed using the debug tutorial misison shortcut wouldn't allow speak to scientist stage from completing (TutorialIsland no longer implements IMissionProvider)
Leaderboard backup, run #4925
1 Year Ago
Finish off cooking tutorial Refactor MissionObjective so we only have one ProcessMissionEvent method to override, it now receives a MissionEventPayload that includes any valid information about the event (a networkable id , an int or a uint) Cuts down on lots of vague casting and prevents objectives overriding the wrong overload and inadvertedly missing events Added consume mission objective type
1 Year Ago
Use HasCloseConnections instead of Vis.Entities for TrainCar and JunkPile
1 Year Ago
Added warnings for mismatched file id and mission not being assigned to manifest
1 Year Ago
Added a class description comment to ObjectWorkQueue
1 Year Ago
Updated tooltip text for JunkPileWater.Queue
1 Year Ago
Parent merge
1 Year Ago
Replace emoji-like text with image components in chat lines
1 Year Ago
Emoji tests
1 Year Ago
Main Camera update
1 Year Ago
Updated dev cam model. Moved to prefab for future adjustments
1 Year Ago
Merge from main
1 Year Ago
Some rich text handling improvements when using chat.add, still has some issues
1 Year Ago
Merge from main
1 Year Ago
Cherry picked 85622
1 Year Ago
Fixed 6point particle shader rotation breaking lighting
1 Year Ago
Fixed incorrect var
1 Year Ago
fixed rhib lod materials adjusted LOD3 lod mat
1 Year Ago
merge from experimental
1 Year Ago
merge from main
1 Year Ago
Revert "Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different" This reverts commit 076e225cae9b15bffce9a6c45e37a4ec49cb89b4.
1 Year Ago
merge from main
1 Year Ago
wall rack LOD issue fixed - turns out it was being triangulated badly so set manual traingulation of that particular polygon issue was also persistent on a lower lod level, fixed that too.
1 Year Ago
burst module weapons have slightly reduced time between shots and a bit less recoil overall
1 Year Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability Get ripples on new water shader High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything Don't sample ripples on shader if not using water entity Simplify cpu side of ssr, fix things for latest revision Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png Squashed commit of the following: commit da96f1c95fb7c20271e9ce8428aeecbb780f7845 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Sun Jul 23 21:45:44 2023 +0100 Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png commit 7c323611215a44a3e1b97284a624c0df656ba4c5 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Jul 21 22:54:37 2023 +0100 [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan commit b96e5efc447484f7a040ead9213df1a263d88d55 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Jul 19 18:50:33 2023 +0100 Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water commit 6002107634ea0c747c17cb4160e4f9b649e3b700 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 13 19:05:03 2023 +0100 Fix water ripple collision commit 2f5247f5443eeffb54d3620d09ae476e2c9b6442 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Mon Jul 10 20:18:01 2023 +0100 Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible commit 354b77dbcadd40e893bbb0f2f9e2d09a88f18db6 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 6 17:50:00 2023 +0100 Water fog and refraction commit 3cd9da902a4f12d8f53ab9d8f3b43ad0b5bb0c9a Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Jul 4 14:39:04 2023 +0100 Backport simple water from SSR branch Cleanup, shared_standard_ps_code doesnt need these anymore since we define on material, sharpen compositing confidence Encode normals in 2D view space for denoising, simpler and works much better, increase max sample count for reprojection Cleanup Frambuffertexture bullshit, it's on scenesystem now Try to escape backtracing linear search in power of two increments Pass downsample ratio to intersection and denoiser so that we keep a full res hi-z buffer for fullscreen traces Fix pathes and attributes Compiled shaders for SSR except complex Compiled Complex with SSR Default dynamic reflections to 0, cleanup Only do MSAA blit on depth, fixes SSR on vulkan and a bunch of other weird regressions
1 Year Ago
RenderTools::Draw don't reset the bound transform, but make sure it's set in CManagedRenderLayer before passing to UI.. Not great solution overall
1 Year Ago
Merge pull requests * Added SANDBOX:ContextMenuShowTool hook * Added Global.ScreenScaleH( height ) * Added table, num = table.Pack( ... ) * Added table = table.Flip( table )
1 Year Ago
Add global function ScreenScaleH (#1999)
1 Year Ago
Added SANDBOX:ContextMenuShowTool hook (#1990) Return false to hide tool settings in context menu
1 Year Ago
Add table.Pack (#1575) Since garrysmod-requests/issues/585 isn't going to be done anytime soon, this is the 5.1 alternative. This packs varargs in a table and returns the proper length including nils, which is unreliable with the ``#`` operator.
1 Year Ago
Create table.Flip (#1548)
1 Year Ago
Upgrade to Expo SDK 48
1 Year Ago
Improve slide efficiency Up AirControl / AirAcceleration Separate Slide and Duck into separate actions
1 Year Ago
merge from main