241,432 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Instanced rendering now works with animated entities (doors) Grabs new position & rotation via transform.hasChanged (needs better solution long term) Add `InstancedmeshTracker` component that tracks each moving mesh of an entity Support multiple of the same mesh per entity (when deleting & updating) Fix foundations not having all meshes deleted Send raw position of global building entities instead of network position
1 Year Ago
Fixed subtle faceted lighting in player preview
1 Year Ago
WIP make ISdf3D net read / writable
1 Year Ago
Fixed post-merge bug grey box around inventory playermodel
1 Year Ago
CI wasn't using that bat 🤦 delete orphans from workflow file
1 Year Ago
Delete orphans with CI
1 Year Ago
Fixed post-merge bug causing overall lightness to increase
1 Year Ago
Assets from core
1 Year Ago
Moved more core assets to asset party https://asset.party/facepunch/sboxassets Updated avatar menu map
1 Year Ago
diver ak - separated mag in world model and lods (for mag drop during reloads) - vm prefab update to use main camera for now - entity update - diver ak mag drop effect setup - reload anim and events - weapon animator controller
1 Year Ago
Iterating
1 Year Ago
Better movement behaviour on the exhaust
1 Year Ago
Fixed instancing on many shaders; tidy up shader code a bit
1 Year Ago
Applied FX & lighting to the main prefab. Iterations.
1 Year Ago
Add ByteStream ref struct, use it for Lobby network messages
1 Year Ago
VR: Move high-resolution menu rendering behind IsHighQualityVR property on RootPanel
1 Year Ago
Added roof_metal_panels multiple rust blends copper + iron oxide blends
1 Year Ago
Tug exhaust FX Lighting prefab tweaks
1 Year Ago
exported updated diverstorch admire animation
1 Year Ago
Update default map
1 Year Ago
Fixed #1092 Include a change summary during ILHotload errors Fixed paths to members in hotload sentry reports
1 Year Ago
VR: Only wait for present if we have a valid swapchain handle UI: Save default render target when iterating through layer stacks
1 Year Ago
Better warnings when mesh renderers aren't matched up Use `GameManager.client.FindPrefab()` instead of `GameObjectRef.Get()` when disabling render components to avoid editing the real prefab
1 Year Ago
Fixed deferred decals disappearing when camera enters their volume
1 Year Ago
Fix pistol creating wrong ViewModel type, should fix camera anim problems
1 Year Ago
Tugboat lighting&volume prefab. Scene backup
1 Year Ago
Compiled core/base shaders spv only
1 Year Ago
ferry terminal S2P
1 Year Ago
road connection improvements and blendmap tweaks for bus stop
1 Year Ago
Don't return from Lobby.Join until we're inside Add IGameMenu.QueryLobbiesAsync
1 Year Ago
Merge from diversuit
1 Year Ago
Use VP9 with YUVA420P to encode with alpha
1 Year Ago
Replaced unreliable ShadeSH* calls with our own AmbientLighting
1 Year Ago
ferry drawbridge - plugged some mesh holes
1 Year Ago
dressing
1 Year Ago
removed the incline ladder from ferry drawbridge
1 Year Ago
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 Recompile all core shaders (spv only) Compiled base shaders (spirv only) [breaking change?] Pack light type in extra light data and make it all align in 128 bits for dxc [?] Fix water on vulkan This should be the proper fix for extra light data, add padding to struct for Vulkan only so we don't break DX11 Messy code, but need to test if the alignment works first Latest core shaders (spirv only oops) with hopefully correct light cbuffer padding Make sure we're compiling DXBC + SPIRV (unless opted out) Revert all that shit, it aligns just fine in the first place 😵‍💫😵‍💫😵‍💫
1 Year Ago
upgrade icon floater instead of name
1 Year Ago
turn tests
1 Year Ago
exported divertorch admire animation and applied to diver_torch.anim.controller
1 Year Ago
dressing
1 Year Ago
rope hook model and prefab
1 Year Ago
Pass the players model state as well as flags when evaluating which bone position data to pick Added climbing, ducking and swimming Fixed eye transform missing on new ragdoll, causing death cam to not move with ragdoll Adjusted eye transform slightly so that it doesn't clip through geometry as much (is still clipping a bit, needs some work)
1 Year Ago
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1 Year Ago
spitter movement change, etc rename boomerang to return boomerang boomerang self hurt upgrade no reqs upgrade upgrade floaters and random
1 Year Ago
Merge from main/shader-improvements/merge/aux2merge/final/final2/final2 (2)/new folder
Tom
1 Year Ago
More source files
1 Year Ago
Implemented a fixed offset to the sleeper pose to fix the incorrect rotation. Why do sleepers need this but no other poses do?
1 Year Ago
Latest core shaders (spirv only oops) with hopefully correct light cbuffer padding Make sure we're compiling DXBC + SPIRV (unless opted out)
1 Year Ago
LobbyManager Fix main menu lobbies not initializing game data