248,649 Commits over 3,928 Days - 2.64cph!
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
Attempt to restart multiple times if we failed due to an exception
Double time window to ensure we restart and store DateTimeOffset of when restart was last requested
Rename CommandManager to more suitable ServerRcon
Fixing branch name typo because I can't live with it.
Bunch of shadow cascades and distance related stuff.
Use spheres so we only have to send a single list of vec4s over
Remove unused shit from lightbinner and make everything enums
Fix Gizmo.Control.Position returning true without it being dragged on
mini crossbow admire anim updated and rotate barrel anti clockwise clip created
jungle_ruins_a layout first iteration
Grey out tool buttons when disabled
Fix asset picker when selecting cloud maps
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
tiled light culling with edge feathering additions
vLevel isn't const
Update path of build-shaders, upload all shaders as artifacts
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant
Reenable MSAA fetching for SSAO compositing, don't use loops
Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen
GTAO temporal filter uses edge detection to filter out edge ghosting
https://i.imgur.com/EzfclG7.mp4
Submitting updated ballista base rig
main -> 4ShotMiniCrossbow
Trigger exit detection only checks if there's any contacts on triggers, not non triggers
vendor_stats_fixes -> main
Fixed a case where feed entry could be padded off to the left for no appartent reason
Use base stats as reference point for modifiers
Few missing stats
Further stats/modifiers refactoring
Updating ballista weapon rig
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation)
CSceneObject::GetCTransformUnaligned()
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
Optim: remove dead bots from global tracking
- Removed now unnecessary null check when simulating bots
Tests: on craggy spawned 15 bots then killed them - counter went up and down accordingly. Flew around 3.5k procmap, gave it a soak test. Both cases no NREs.
Merge from simple_upgrade
Reduce the amount of topology and water checks we have to do, by only checking top scored points and doing a early out as soon as one of them passes
This has the potential to cut the number of water checks (the most expensive checks) by 8 when roaming
tweaked ice sculpture IO input rotations, also rendered new icon
Fix cancel radial menu appearance behaviour for upgradables.
Fix the pre-existing missing icon error message.
corrected material initialization logic so emissive material and property is actualy set when loading
Horses hitch and trough logic
Added an IHitchable interface to keep the old horses working
Code cleanup
Revert 7e8268d0ca, it was causing issues when selecting every other GameObject node, I don't understand what it's trying to do 🙊
saving/loading sculpture light settings
Refactor non polymesh navmesh data
Initial link component
Add navmesh links to tile cache
Ballista now sets the player animator 'up' parameter based on its pitch angle (range -1,1)