241,425 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Add props to Surface for impact decal and scrape effects / decals Use ContactPoint + SurfaceNormal to pass into AddImpactSound Let's add decals and particle effects for impacts but try only doing it if speed > 30 - maybe we configure this per surface? Add PhysicsImpact struct and use that to seperate effects for Hard and Soft impacts in Surface description (decals + fx) Correctly spawn soft or hard physics impact particles + decals based on squared speed Add normal from first valid manifold on contact to friction events to pass to C# Enable/Disable physics impacts and scrape events as props for now, pass normal from fiction event to AddFrictionSound and create effects where necessary Also grab contact center from first manifold and pass to C# Use contact pos for decals + effects, try to base effect frequency on energy volume scale, fix decal placement remove particles on friction effect stop Set destroy time to 0.5 (this is a failsafe anyway) Don't have particles follow entity, do it ourselves so we can set to actual contact pos Set forward for scrape particles to contact normal Use method for getting inherited surface values if necessary to avoid repeating same code
1 Year Ago
Fixed toolgun worldmodel materials all being in the wrong order
1 Year Ago
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1 Year Ago
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1 Year Ago
Merge from shader-improvements
1 Year Ago
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)
1 Year Ago
Cherry picked 83538
1 Year Ago
Cherry picked 83457
1 Year Ago
Ambient lighting fix
1 Year Ago
All weapon worldmodels into the testmap
1 Year Ago
Cherry picked 83356, 83382, 83383
1 Year Ago
Re-enable VrLightBinnerSingleLightFastPath this is most definitely being used Hot fix shadergraph, compile dxbc only
1 Year Ago
Fixed python worldmodel LOD3 being offset
1 Year Ago
Merge from shader-improvements
1 Year Ago
Cleaned up stone_trim + ornate
1 Year Ago
Subtracted 83560 => merge from shader-improvements/merge
1 Year Ago
Fixed GetGroundInfo missing ocean hits Fixed GetMaterialAt not supporting ocean hits Fixed water footsteos spawning at terrain level instead of ocean level
1 Year Ago
New rendersystemvulkan & vfx_vulkan RenderTools::Draw handle input layout variation better Tag rendersystem for Sentry Use compute shader for bloom on Vulkan & fix uav barriers ::lerp fix for FXC, couple of double layer define fixes Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x Lightbinner doesn't need all this dynamic shit, max lights is compiled into shaders Split lightbinner into legacy and new paths, strip loads of shit that Sam pinky promises me is unused Fix race for generated hlslvariables file
1 Year Ago
Added NotEqual option to VertexLit Blended Custom and WaterDrop shaders
1 Year Ago
Render model thumbnail using the video renderer's first frame Fix package icons being squashed in asset browser
1 Year Ago
Merge from shader-improvements/merge
1 Year Ago
Fixed so instanced rendering will show for entities not in network range Small refactor
1 Year Ago
Sync latest from Rust (adds angle constraints) Refactor primary length keeping for chains to use springs with more parameters for tweaking Auto update material parameters in the editor for the selected burst cloth gameobject
1 Year Ago
Fixed shipping_container_skin material missing randomization tint map
1 Year Ago
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1 Year Ago
Updated steam dedicated server files
1 Year Ago
Fix race for generated hlslvariables file
1 Year Ago
Add particle package type Add Asset.UploadVideo
1 Year Ago
Add particle package type Video upload api Fix thumbs not applying to new models
1 Year Ago
Disable instanced rendering on concrete barricade & sandbag (they have skins)
1 Year Ago
Added ReflectionMask property to the "Environment Properties" asset to adjust the layers that are included in reflections
1 Year Ago
Make sure fast hotload related error reports are grouped correctly Failing test reproducing #1087
1 Year Ago
Added fluorescent sound buzz when enabled.
1 Year Ago
Editor console filter (#1085) https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_ULtfmHPA94.png
1 Year Ago
Flare color fix that got messed up in a Unity crash.
1 Year Ago
Merge from shader-improvements/merge
1 Year Ago
New rendersystemvulkan & vfx_vulkan RenderTools::Draw handle input layout variation better Tag rendersystem for Sentry Use compute shader for bloom on Vulkan & fix uav barriers ::lerp fix for FXC, couple of double layer define fixes Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x Lightbinner doesn't need all this dynamic shit, max lights is compiled into shaders Split lightbinner into legacy and new paths, strip loads of shit that Sam pinky promises me is unused
1 Year Ago
added copious amounts of bird shit to roof_metal_panels_hs blend made procedural bird shit generator - will add overlays/decals from this shortly
1 Year Ago
Let -fast disable vfx_vulkan optimizations
1 Year Ago
Forgot to add the flare to the on state.
1 Year Ago
On/off functions Temp file cleanup
1 Year Ago
WeaponRack lighting rework.
1 Year Ago
Basic console filtering Highlight matches https://files.facepunch.com/alexguthrie/1b0911b1/sbox-dev_RpdUULtu5w.mp4 Also apply filter to logger name Switch to using filter terms (list of keywords separated by spaces) Use stringbuilder instead of regex for highlighting Use .Any instead of .All when checking filter terms Do filter highlighting in 2 steps to prevent HTML tag contamination Cleanup Move filter inline
1 Year Ago
Delete template.shader_c no longer needed. shader_editor.vmat can just use complex, this is just the material to show while shadergraph preview is compiling
1 Year Ago
Added reflection.forceupdate convar to quickly update world reflections even if stationary
1 Year Ago
Remove old "windmill_main" model from windmill
1 Year Ago
Move language cvar over to managed, add more languages Language list matches Steam's fully supported language list (see https://partner.steamgames.com/doc/store/localization/languages under "Full Platform Supported Languages")
1 Year Ago
Enable GPU instancing on windmill material Use total scale of mesh instead of only localScale of renderer gameobject
1 Year Ago
Server-side chunks are only modified if they have collision Build meshes for chunks closest to players first ISdf3D logging
1 Year Ago
cherrypicking 83293