248,560 Commits over 3,928 Days - 2.64cph!

Yesterday
Update .gitignore Create Input.config Update some animation stuff Use animgraph on player
Yesterday
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Yesterday
Fix save/save as not working as expected with prefabs, default to location/filename of existing source if one exists Tweak editor File menu, make actions more context aware/prevent in dodgy circumstances Improve readability of File > Open Recents menu, show correct icons for type
Yesterday
VRAD3 (& it's resourcecompiler) explicitly uses rendersystem, our tools can omit it but we need to read back textures from the GPU for map compilation
Yesterday
Moved the tyre so people can't drive a bike up it to clip through the window and skip the puzzle
Yesterday
Strip expressions from CVfxShaderAttribute
Yesterday
More player seed work
Yesterday
Horses can now swim in deep water: slow speed and consumes stamina Added basic buoyancy Apply additional drag when moving in shallow water Code cleanup
2 Days Ago
Fix crash due to yoga measure function exceptions Print if compile failed More shader code cleanup V_atoi64 return 0 if string passed in is null (fixes antlr crash on syntax error) Revert "Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon" This reverts commit 5e0b9b50644194ea43e8ae7c9c3bafb4292de7d0. Revert "Reenable rendersystem for console apps for map compilation" This reverts commit 612f6a9f5352f83d87d2540572f83d64c7fa4e5f.
2 Days Ago
Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon
2 Days Ago
Reenable rendersystem for console apps for map compilation Invert logic of bSupportsLightmapping, make explicit flag of "NoLightmapping", doesn't feel right to apply that flag in every shader when it all should just support it
2 Days Ago
- moved some verts on the hoodie to allow it to cover clipping on knight armour - updated prefabs with new hoodie mesh
2 Days Ago
Simplify AudioDistanceFloatControlWidget and don't rely on FloatSliderProperty for it Delete FloatSliderProperty
2 Days Ago
Allow slider paint override on FloatControlWidget with function override or action Use FloatControlWidget for color picker HSV sliders
Leaderboard backup, run #16253
2 Days Ago
Fix indirect IBL fog not working https://files.facepunch.com/sampavlovic/1b1911b1/jVWTMafLaa.png
2 Days Ago
Do view vector TAA jitter for fog on native instead off shader, proper way to handle this specially on thin surfaces https://files.facepunch.com/sampavlovic/1b1911b1/B2DSaqPTHe.jpg
2 Days Ago
Scene backups
2 Days Ago
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2 Days Ago
Add Shader Classes Test
3 Days Ago
Scene backups
3 Days Ago
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else DynamicLight refactor Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once https://i.imgur.com/jqko5ON.mp4 Fuck of with light.environment, light.dynamic and light.static are just in Light.hlsl instead of own internal files Move shadow functions to Shadow.hlsl, much like BRDF.hlsl, will make it easy for us to upgrade, move LightMap definitions to Light.hlsl Vr_lighting never directly referenced from any of our hlsls now, tonemaps in lighting.fxc never used and even if used shouldn't be there Untangle this stuff Use ProbeLight::UsesProbes() and LightmappedLight::UsesLightmaps() to see if drawcall is using these instead of insane combo ifdefs directly, makes it easy to remove a combo too
3 Days Ago
Fixed water pistol not sitting in hand properly while a shield is equipped
3 Days Ago
Merge from primitive
3 Days Ago
Fixed exception when equipping a shield while a shield compatible weapon is already held
3 Days Ago
Updating and hooking up more player seeds
3 Days Ago
Merge from main
3 Days Ago
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3 Days Ago
- Support seperated arrow meshes from bone - Modify on/off state depending on shots remaining
3 Days Ago
Remove lightmapping combos from sbox_pixel (should fuck that file off entirely), move to shadingmodel.hlsl, keep D_BAKED_LIGHTING_FROM_LIGHTMAP for vertex.hlsl, SupportsLightmapping attribute seems unused
3 Days Ago
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3 Days Ago
Fix TilesetResource.Tile deserialization error More Documentation, removed unused code, fixed Tile.Copy(), and added internal setter to Tile.Tileset Added JsonConverters for AutotileBrush so it serializes as refereces by default but serializes the entire brush within the associated resource.
3 Days Ago
Added documentation to properties/functions that were missing them Make TilesetResource.InternalUpdateTiles() internal
3 Days Ago
viewmodel camera clipping fixes - eoka left arm position posed out of shot to fix clipping, also reduced rotation sway
3 Days Ago
Buildfix: define symbol on Mac Server Tests: compiled editor, then compiled linux DGS
3 Days Ago
more viewmodel camera clipping fixes - rotation sway reduced
3 Days Ago
Asset browser: Combine file and asset context menus, make non-asset context menus not useless Show code editor title for 'Open in X' code file context menu Rename/duplicate uses full file names (including extensions) for non-assets because that's handy Fix typo
3 Days Ago
Revert "Lightmapping combos go on shadingmodel, Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, material should be only a contract to shadingmodels" Fucked, need to get rid of this stupid SupportsLightmapping attribute and just do it directly
3 Days Ago
Moved Google Sheets menu items in Tools
3 Days Ago
Catapult mats
3 Days Ago
Spline collider now supports all collision shapes Added custom subdivision logic for each shape. How much subdivision/collision geometry is created can be controlled by the user via property. Performance still sucks, but optimization should be easy going forward. Individual bone/shape transforms are currently not working. https://files.facepunch.com/lolleko/2024/December/19_18-49-AnotherDrongo.png https://files.facepunch.com/lolleko/2024/December/19_18-48-SecretNuthatch.mp4
3 Days Ago
Clearing the Tileset in a ResourceTileControlWidget/AutotileBrushControlWidget sets the value to null Created ReferencedResourceWidget which the two controls now derive from TileResource.Tile now implements IJsonConvert, only serializing info necessary to complete the reference. Fix TileAtlas error Fix NREs in AutotileTileControl Fix another TileAtlas oversight Refactored TilesetResource.Tile. TilesetResource has it's own JsonConverter to ensure data is serialized in it's entirety in the resource but not elsewhere (references) Fix TilesetResource.AddTile and TilesetResource.RemoveTile Make TilesetResource.TileMap internal and add TilesetResource.GetTileFromId
3 Days Ago
server.printwipeid command to print the wipe id of the .sav
3 Days Ago
Safer interop, threaded string handling
3 Days Ago
Added mossy wooden beams for jungle ruins - wip
3 Days Ago
Merge: from profiler_improvements - Adds linux support (tested on Ubuntu 22404 via WSL) - Optimizations for JSON export - Added debug utility to export binary snapshot - run `perfsnapshot <delay> <name> <frames> <shouldBinExport>` - Added Tools/Profiler Bin Viewer, an editor only tool to inspect binary snapshots - Reduced default frames captured to 4 from 10 - Profiler now skips annotating UnityEngine.CoreModule methods (reduces capture overhead) - Works around Perfetto visualization issue with Complete events (https://github.com/google/perfetto/issues/970) Tests: - Exported a number of editor snapshots with binary snapshots to test bin viewer - Using WSL, tested exporting a snapshot on Ubuntu - 3k procgen world
3 Days Ago
Fix AssetPicker NRE
3 Days Ago
Merge: from main Tests: editor compiles
3 Days Ago
Rewrite AmbientLight into a class, stub Handle AmbientLightKind::LightMapProbeVolume and AmbientLightKind::EnvMap Move BRDF stuff to BRDF.hlsl, organizes it and makes it easier to move to CS2's one with multiscatter Adjustments for AmbientLight, disable subsurface scattering for this class for now ToolsVis ambient occlusion doesn't take AmbientLight Lightmapping combos go on shadingmodel, Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, material should be only a contract to shadingmodels
3 Days Ago
Female models use V4 rig Female body prefabs converted to prefab variants of the fbx Added female skin set back into the skin collection