221,914 Commits over 3,653 Days - 2.53cph!

Yesterday
Parent merge
Yesterday
Added WearableWhileEquipped property to HeldEntity, allows us to add a piece of clothing onto the character whenever the player deploys that entity
Yesterday
Materials
Yesterday
Merge from main
Yesterday
Ensure that heli instantly explodes when impacting the water the same way as it does on land Prevented exiting any state if retiring - probably not needed
Yesterday
Multi select move grid snaps handle pivot instead of each selection https://files.facepunch.com/layla/1b2711b1/sbox-dev_LEYJCm0K2B.mp4
Yesterday
Prevent patrol helicopter from being able to be aggro'd when leaving the map This stops it despawning mid fight
Yesterday
Minor edit
Yesterday
Added lods to minigunammopack wearable
Yesterday
Sidecar bike steering adjustments
Yesterday
Multi select rotates around gizmo handle pivot point https://files.facepunch.com/layla/1b2711b1/sbox-dev_WxhiXwtdBc.mp4
Yesterday
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Yesterday
Sidecar bike driving physics work
Yesterday
Merge from main
Yesterday
Merge from minigun_2024/viewmodel_camera_anim (support for modifying camera pos/rot via a dedicated animated bone on the viewmodel)
Yesterday
Cherrypick 91693, 91692, 91667 from viewmodel_camera_anim (skips the changeset with LR anim changes, out of scope for this month)
Yesterday
Ignore cubemap precomputed handshakes, we can add and remove cubemaps at will on scene, those do not have handshakes so the entire thing was already deprecated when we implemented maploader, this cache gets built by m_nCachedEnvMap at runtime This fixes scene cubemaps not showing on static map geometry
Yesterday
Fixed errors when the TC is not associated to any building (spawned via command)
Yesterday
Prefab cleanup, fixed screens initialization
Yesterday
Cherry pick 94988
Yesterday
Fixed containers not getting properly parented to cargo ship after a server reboot if the server was shut down while the cranes were working
Yesterday
Refill rockets when starting orbit strafe
Yesterday
Merge from main
Yesterday
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c# Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler GGX filtering Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples Assert isn't valid anymore in ComputeImageViews since we can pass a cube array Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV Remove unsued, clean up Dynamic cubemap component settings Remove the old BuildCubeMaps Add WidgetUtil.CreateSwapChain NativeRenderingWidget renders in regular render path Fix RenderDeviceInfo_t wrong size Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers) CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 ) Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering Use high quality GGX filtering if baking cubemap as OnEnabled Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray Don't fetch render attributes from context, that's composited over, fixes a crash Assert when UAV Index is invalid Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings
Yesterday
Refactored strafe rocket code
Yesterday
Merge from wr_setup
Yesterday
Setup for western DLC racks
Yesterday
Peg setup
Yesterday
Initial script auto setup run
Yesterday
Removed unused duplicate lodgroup script
Yesterday
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Yesterday
Few checks to only point at interest zone if in orbit and not breaking orbit Overrode default rotation speed for orbit strafing Set interestzone origin from strafe passover to ensure a more accurate target
Yesterday
Use a fresh PackageLoader when loading new games - fixes Facepunch/sbox-issues#5219
Yesterday
CreateModelFromMeshFile uses modeldoc utils so it does automatic lods etc again
Yesterday
bugfixes
Yesterday
Add InitFromMesh to modeldoc utils - tries to automatically build document from mesh file SessionImportFromModel uses InitFromMesh
Yesterday
Prevent multiple OnEnable and OnDisable calls for people doing nonsensical things like reenabling parent gameobject in component OnEnable
Yesterday
merge from toolcupboard_retroskin
Yesterday
Converted retro tool cupboard from prefab variant to normal prefab Fixed StringPool errors on retro tool cupboard
Yesterday
merge from oilrig_sat_tube
Yesterday
merge from harbor_tweaks_4_cargoship
Yesterday
fixed outline not appearing on worldmodel when dropped
Yesterday
viewmodel renderer setup ( turned off for now) still needs ammo belt settings once mat's are completed
Yesterday
cherry picking bridge LOD fix
Yesterday
New Outfit! - Space Suit https://files.facepunch.com/daniel/1b2711b1/Photoshop_ImaSTMln2y.png LODs and small skinning adjustments coming ASAP.
Yesterday
Cherry picking 94968
Yesterday
NRE fix when MaterialSetup is missing MaterailConfig (now logs a warning instead)
Yesterday
Updated minigun ammo pack with final model (placeholder materials for now)
Yesterday
Orbit strafe now attempts to point at interest zone wilst orbitting
Yesterday
Heavy scientist suit can be equipped with backpacks Heavy scientist suit tanks get hidden when backpack is equipped