241,421 Commits over 3,867 Days - 2.60cph!
Added sonar to tugboat, but only detects subs up to 3m below the tugboat
More cine diversuit stuff - directory, materials and prefab updates
Shelves 6648 + 6653 (cine diver setups from taylor)
Disable global rendering on barricade prefabs
Add "global_rendering" convar to disable renderers using the lowest LOD
Fix instanced rendering outside of network range defaulting to the highest LOD instead of lowest LOD
Add undo scope when creating new reroute
Add Reroute to context menu
Only show comment and reroute on context menu when there's no search filter
ShaderGraph: Fix some nodes causing compile errors when used in vertex shader
Cherry picked
83782,
83793 => Fixes for cloth fuzz and parallax mapping
Additional fix for bug fuzz and parallax
Hooked up the new forward throttle effect on Rowboat as well
Made RHIB a little better at turning
Iterated on underwater.prefab. (Bubbles & plankton still using bugged shader mask test)
Set up the new RHIB forward travel splash effect
Adjusted tugboat front position
Added support for forward travel FX to add MotorRowboat subclasses, instead of just Tugboat. RHIB is going to have a forward travel effect as well.
vfxcompile into a normal exe, remove ivfxcompile, remove loads of vmpi shit, materialsystem2 stop linking vfxcompile
Fix vfxcompile always saying building 0 shaders
ShaderTypeManager shouldn't load manifest spritecard shader
Misc materialsystem2 fixes
Leaderboard backup, run #3928
Moved Square to sboxgame/Square
Enable static prop lightmaps for VRAD.exe
This increases the version of StaticPropLump_t to 10, so maps will no longer load in games with older engine versions.
Moved Tugboat visual components to the World layer. Apparently this will make cubemaps work correctly
Tugboat LODs
Tugboat door LODs
Fixed bug breaking cloth fuzz and parallax mapping
Make border-wrap size resolution independent
UI: Flip top & bottom angles to match spec
UI filter & text shader cleanup
color tweaks/brightness tweaks
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Write depth for rope SSAO pass
This is far from perfect, but helps Bokeh DOF.
Pull requests
* Minor tweaks to cvars library internals (Community Contribution)
* dlistview_column:SetFixedWidth sets the column width immediately (Community Contribution)
Updated `cvars` library (#1972)
Fixed some mesh updates not happening until the next modification
Nature models from core + use foliage animation
https://files.facepunch.com/louie/1b2211b1/sbox_0046.mp4
Move nature models to asset party
updated terrain heightmap and made road topo and blendmap a bit farther
updated materials for decals
Add InstancedRenderScheduler & InstancedEntityScheduler prefabs to bundles/prefabs/world so they always spawn
Remove all hacks we had for a second shadow atlas for viewmodel shadows
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp
https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4
SSAO test for viewmodel
Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion
Try a few more AO techniques
Composite viewmodel AO, and this should be the right way to do HBAO
Remove nonsense resolution scale stuff in common.fxc that's unreferenced in code and causing problems (defined before system.fxc wtf)
Allow compute on renderpipeline to do multiple dispatches, HBAO as compute,HBAO bilateral blur
Use hammersley rather than bluenoise, looks a ton better
Diver pickaxe chain mat tweaks
Cherry picked
83772 => Fixed some shaders not receiving deferred decals
Cherry picked
83772 => Fixed some shaders not receiving deferred decals
Fixed some shaders not receiving deferred decals