248,564 Commits over 3,928 Days - 2.64cph!
Fixed missing animator param warning when reloading the ballista
Update weapon modifiers to use new stats syntax
ExpressionBuilder -> LegacyExpressionBuilder
WIP
Prevent temp ragdoll player instigated dismounts
Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view
triangle planter progress
LODs, Collison and Gibs
initial prefab setup - some extra work will revist tonight
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
Update description of gmod_uncache_test
Fixed crashes wiith CTriggerWind when loading a save
Minor clean ups
Micro optimization for SWEP think
More minor clean ups
Added new NPC functions
Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity )
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
implemented ballista base rig
re-exported ballista weapon anims after rig update
Horse container, breeds
Tweaked fringe, collar and hair skinned mesh renderers bounds to fix culling issues
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.