249,484 Commits over 3,959 Days - 2.63cph!
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Temporarily ignoring AssertNoGraphErrorsInScene
Bump verbosity for PR tests
removed copied crossbow files from blowpipe folder, added/set up worldmodel prefab
Child camera executes command lists from camera it's taking attributes from
anim import options for drawbridges
clipped the open anims on the drawbridges to be the correct span
New view model and 3rd person blowpipe animations set up
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Bugfix: fixed incorrect time scale in reports
- Also replaced the debug dll with a release one (interestingly, this also removed quite a lot of scopes in the report)
Tests: exported snapshot from Craggy in editor
Merged battering ram gibs
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything
- Also tracking pressed controller buttons now
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything
- Also tracking pressed controller buttons now
merge ice_sculptures->Aux2
Updating catapult rig with new mesh LODs
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Optimize navmesh generation by pooling generators
This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
cherrypicking aux2 ice_sculpture fixes
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer
https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
Fix AO compositing for custom shaders
https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png
Add compiled shaders for AO including for Material shaders
Composite AO to pipeline rather than blitting, cleanup
AddHookAfterTranslucent > AddHookAfterDepthPrepass
[Pick] Add internal Graphics.FrameAttributes, up to review
Remove hack for clearing AO and use FrameAttributes instead
[pick] GetBindlessRWTextureXXX if compute shader
Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling
RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray
[pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc
[pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling
Update shaders with bindless SSAO sampling
Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA
Compile shaders without MSAA sampling for AO
Bugfix: various issues that snuck in during rewrite
- Turns out unmanaged threads get destroyed by engine, so needed to add deferred clean up of collected telemetry - this fixed editor crashes and crashes in export thread
- I accidentally recorded allocations for worker threads only - flipped to record main thread only
- I was emitting methods for MethodExit and MethodException marks, which is unnecessary - cleaned up
Still need to fix timestamp conversion on export, that'll be next
Tests: exported snapshot from Editor's Craggy
Fixed regressions in CPhysicsShape::GetTriangulation
Yeet the weird pointer iteration that fucked me 3 times by now.
Only use cameras for load origins if no LoadOrigin components in scene
fixed 3rd person cake to display corredct birthday number, also tweaked materials for better SSS and jam colour/height
Support new server message protocol
Bump up pose recipe param buffer size to 4kb
Message sending cleanup, send more than one edit per message
Update SpriteTool
slightly improve grappling
nograb component
Pause menu
Scene + Rooms
Clear out unused InputManifestTemplate ItemGroup in Sandbox.Game
Remove old SCENEOBJECTFLAG_HIDEINFIRSTPERSON
Remove old SCENEOBJECTFLAG_SUPPORTS_ENV_INTERACTION
Write GameOverlay depth to main scene, so things like bloom layer don't render over it
Fixed offset battering ram scoop
Merge from december24_art_fixes/tutorialcleanup
Moved the tutorial island scene to the Test subfolder so it is separate from actual scenes used in the game or S2P
Created a new TutorialIslandSceneDressing nested prefab that contains all of the content from the scene. Some of this set dressing had been updated just in the prefab and not in the scene so this resolves some issues
Added a big written note to the top of the Tutorial Island scene to discourage edits, we still need the scene in order to rebake out the terrain mesh or foliage
Create attachment gameobjects on renderer root, transform them on animation update instead of attaching them to bones
Added missing texture maps for catapult. Added battering ram hardware gibs.
Revert "Optimize navmesh generation by pooling generators 2.0"
This reverts commit 54123afcdceb6e924eb14625985a3501f2d801e4.
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PSA -- Please do not duplicate content. Use nested prefabs instead -- moved cliffs and overgrowth content in tutorial island scene in release folder to nested prefabs since the actual tutorial island is a manual reconstructed prefab copy in the missions folder, this at least saves us from manually rebuilding the target prefab when it comes to these objects and it can be updated externaly. kthx
Optimize navmesh generation by pooling generators 2.0
This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
merge from skin-bundles-2024-11
merge from rfbroadcaster_powerloss_fix
merge from tod-dithering-disable
collider fixed on barge 3600
Revert "Optimize navmesh generation by pooling generators"
This reverts commit 263974a602d63b4b817b5561b9a010689859b01f.
Until we can figure out why an unrelated test started failing.
Merging .editorconfig from main/StandardCodeFormatting