248,549 Commits over 3,928 Days - 2.64cph!

Yesterday
- moved some verts on the hoodie to allow it to cover clipping on knight armour - updated prefabs with new hoodie mesh
Yesterday
Simplify AudioDistanceFloatControlWidget and don't rely on FloatSliderProperty for it Delete FloatSliderProperty
Yesterday
Allow slider paint override on FloatControlWidget with function override or action Use FloatControlWidget for color picker HSV sliders
Leaderboard backup, run #16253
Yesterday
Fix indirect IBL fog not working https://files.facepunch.com/sampavlovic/1b1911b1/jVWTMafLaa.png
Yesterday
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
Yesterday
Scene backups
Yesterday
▆▉▋▉▌▆▇▊▄▉█▋
Yesterday
Add Shader Classes Test
Yesterday
Scene backups
Yesterday
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
Yesterday
Fixed water pistol not sitting in hand properly while a shield is equipped
Yesterday
Merge from primitive
Yesterday
Fixed exception when equipping a shield while a shield compatible weapon is already held
Yesterday
Updating and hooking up more player seeds
Yesterday
Merge from main
Yesterday
▉▍█▊ ▋▇▆▅▍▆▋▋ + ▉▍▆ ▄█▌▊▇▊▍▋ ▌▋▌ ▉▍▍▌ ▊ ▍▇█▅▆
Yesterday
- Support seperated arrow meshes from bone - Modify on/off state depending on shots remaining
Yesterday
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
Yesterday
▍▄▇ ▍█▋▍ ▊▊ ▅▉███ ▅▅▆▍▉▅.▆▅▆▌█▌▄▅▄█▉ ▆▅▇ ▅▅▍ ▋▅███ ▄▍▋▆ ▆▅▌▅▇▉▉▉▆▌▋▉ █▉▋▌▊ ▅▉▇▆▅.▆▄▆▉▌▄▋▋▄
Yesterday
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.
Yesterday
Added documentation to properties/functions that were missing them Make TilesetResource.InternalUpdateTiles() internal
Yesterday
viewmodel camera clipping fixes - eoka left arm position posed out of shot to fix clipping, also reduced rotation sway
Yesterday
Buildfix: define symbol on Mac Server Tests: compiled editor, then compiled linux DGS
Yesterday
more viewmodel camera clipping fixes - rotation sway reduced
Yesterday
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
Yesterday
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
Yesterday
Moved Google Sheets menu items in Tools
Yesterday
Catapult mats
Yesterday
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
Yesterday
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
Yesterday
server.printwipeid command to print the wipe id of the .sav
Yesterday
Safer interop, threaded string handling
Yesterday
Added mossy wooden beams for jungle ruins - wip
Yesterday
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
Yesterday
Fix AssetPicker NRE
Yesterday
Merge: from main Tests: editor compiles
Yesterday
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
Yesterday
Female models use V4 rig Female body prefabs converted to prefab variants of the fbx Added female skin set back into the skin collection
Yesterday
Shader build
Yesterday
Clean this code up - help diagnose the string crash
Yesterday
Bugfix: Workaround Perfetto's "Complete" event hierarchy bug - Reported issue on their repo: https://github.com/google/perfetto/issues/970 Tests: exported snapshot from a linux server (running on WSL Ubuntu), 3k procgen world. Exported from editor as well.
2 Days Ago
Update terrain scene, adjust things, envmapprobe had inverse scale (wtf), use ibl, should be a good starting point to have a terrain with nice lighting setup https://files.facepunch.com/sampavlovic/1b1911b1/NLZEcHl7Uh.jpg
2 Days Ago
viewmodel camera clipping fixes - rotation sway reduced for problematic melee weapons
2 Days Ago
Thread safe collection
2 Days Ago
Create AssetPicker in control widgets with no parent - control widgets could be on a popup and we don't want the asset picker window to be deleted from under us
2 Days Ago
Merge from main, codegen.
2 Days Ago
Increased ballista deploy volume size
2 Days Ago
Update: Binary export no longer pre-processes the stream - Saves time on the export - Also added if-deffed out extra checks, disabled by default My previous checks were wrong and produced false positives. Also, think I got an idea what jumbles the json vizualization - will fix in next CL. Tests: used the extra-debug version to export linux snapshot - it succeded
2 Days Ago
Stop battering ram door busy tick after 3s of inactivity