241,430 Commits over 3,867 Days - 2.60cph!
Test map spawn point edit to support tugboat testing
Added support for deploying doors of any type on the tugboat
Merge from ferryterminal_media
- Set up new tugboat doors to be the tugboat's doors
- Buoyancy adjustment, mainly to better serve ladder use
Merge from ferry_terminal
Removed unused plugin paths
Added ladder volumes for the new external ladders
Updated my controls convex collider to better fit the new design from Damian
Added new controls model + basic setup
Fixed tugboat controls mesh actually having a second duplicate of the mesh way off the grid
Set up additional railing colliders for Tugboat. Mid level, top level, and stairs.
Removed tugboat_a_driveable, swapped in tugboat_a_interior
New rendersystemvulkan & vfx_vulkan
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
[?] My last few questionable shader fixes I need to go over
[?] Fix water on vulkan
Make sure we're compiling DXBC + SPIRV (unless opted out)
[pick] Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Rewrite video processing again.
Don't create a new transform for each process , use events instead of polling
Leaderboard backup, run #3817
Search all rigid and skinned decal lists to remove decal
Check if scene object has already been deleted in projected decal destructor
Only compile shader if at least one compile target succeeded, we probably need to do this for when we compile vulkan
Only create shader resource on successful compile
Composite viewmodel AO, and this should be the right way to do HBAO
Try a few more AO techniques
Fix video clip if width is less than height
Remove unneeded
Changing order here
Don't do weird offsetting on clip, that was a dumb idea
Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion
Add a 110mb native exe just to get the width and height of a video 🙈
Change how the api uses the database
Api fixes
Fix labels on video page
Video upload api
Make video job a bit more resiliant
Fix can't upload files
VideoPlayer: Support hls input format, defer loaded callback until video width and height is valid
Use new file upload endpoint
Fix upload progress
Fix logger stack trace sometimes wrongish
Fix upload progress better
Added upload endpoint
File upload api
Can upload smaller files direct
Relocate upload api
random bullet dmg upgrade
random dmg & boomerang tweaks
minor balance
Merge branch 'main' of sbox-sausagesurvivors2
balance
Leaderboard backup, run #3793
Temp prefab with gunrack lighting setup
Optimized wallracklight textures
New flare type
To Let signage
meta files
Zombie Skin 01 Adjustments
ShaderGraph: Do a real shader compile for previews instead of dynamically patching a single pixel shader. This will make vertex shaders possible and gets us ready for vulkan.
Fixes for client only & server only errors
Additional build options to allow walking away from PC
- Windows Client + Client Bundles
- Windows Server + Server Bundles
- Windows Client + Server + Bundles
Re-enabling graphics jobs on macOS (crash was potentially fixed in 2021.3.24f1)
2021.3.26f1 ProjectVersion.txt (was already in use on the build server, should not change anything)
Leaderboard backup, run #3782
Added more particle operators
* Remap Particle Count to Scalar init
* Remap Direction to CP to Vector op
Fix DME Model picker not really working
Build dmxconvert
Fixed missing material warning in particle editor
Added a few more particle attributes
* screen space effect
* normal
* Visibility input dot
* Visibility input distance
Added "ender models" particle renderer
unfuck C_EnvProjectedTexture header
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
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