241,200 Commits over 3,867 Days - 2.60cph!
Leaderboard backup, run #4844
added wooden ramp to accomodate for the ramp collider on left side of the locomotive
Leaderboard backup, run #4843
Cherrypick
85500 &
85501 (2021 compile fixes & remove BeginWrite)
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
Add pretty crappy net message wrapper
Define ComputeBuffer mode in seperate class
Remove `BeginWrite()` and `EndWrite()` because it magically doesn't work and the one ComputeBuffer still using it is pretty small anyways
Update global_networked_bases/2021
Merge gpu_culling into global_networked_bases
Leaderboard backup, run #4829
Fix escape getting called twice
Add Game.Disconnect() - to leave the current game session and return to the game menu
Revert AttachSteamAuthTicket
Copy original computebuffer when expanding cells
Handle meshes that don't have a shadow proxy
Copy paste LOD scaling back when zooming in & based on "Object Quality" slider
Cull meshes based on camera's frustum & cull shadows based on the "sun's frustum"
Store bools in bit flags inside culling GPU data
Reset TimeSinceSearch if we're directly joining a lobby
Nav to /lobby when joining through quick-list
Add disabled state to ActionButton
https://files.facepunch.com/tony/1b2911b1/sbox-dev_QesIi4Argz.mp4
Add GunfightLobby wrapper - use lobby networking to communicate ready state to game lobby
GunfightLobby file restructure
Auth ticket
Merge branch 'main' of sbox-pixels
Style update
Authorization option for WebSocket, remove SetRequestHeader (duplicate functionality)
Add QuickLobbyListWidget which lists a few lobbies and lets you quick-join
Backport simple water from SSR branch
Water fog and refraction
Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible
Fix water ripple collision
Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water
[Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs
https://i.imgur.com/UzNKHRL.png
Leaderboard backup, run #4812
Store own lobby reference, fix nuances with joining existing lobbies
Include Styles/* in MenuResources
Make Most Pixels Placed a little easier to read
Edit PauseMenu to let through more of the game screen
Use map package data / stats for loading screen https://files.facepunch.com/tony/1b2911b1/sbox-dev_wqOyOwZQQU.png
Leaderboard backup, run #4805
Consistency fixes for post smoke.
Default the brush color to white
Receive color list from the server
Revert DisposeAsync, it actually isn't needed. Only dispatch Disconnect if we're connected. Add EnableCompression to set deflate options if their socket server supports.
Cloud termination atlas WIP
Move GameMenu folder
Add Pause Menu
Moved Styles folder out of Resource folder
Start ripping out use of <style>, put in scss files