250,324 Commits over 3,959 Days - 2.63cph!
Fog TAA + Tiled Rendering
* Fixes artifacts
* Improves perfomance
* Removes Clipmaps
* Lights are culled with tiles
* Makes fog render until far-z
* Removes ghosting
* Simplifies codebase a lot
Pixel size + bilinearity doesn't match the power of two in the depth chain, sample neighbors, we just want far value
CreatePerViewConstantBuffer needs to exist before prepass, it's used for wind, remove callback stuff since async fog is gone
If no [Inspector] found keep falling back on [CanEdit]
Fixes Facepunch/sbox-issues#6784
Can drag scene prefabs into Hammer map view
Fix PrefabFile.GetMetadata() reading the wrong property name
Iterate until number of lights rather than 64 every time 😪, more cleanup
Fix Prefabs not serializing ISceneMetadata components that are on the root GameObject
Frustum FarZ for fog tiled rendering
Remove async fog, unlikely to yield gains, move volumetric fog to after depth prepass, we need depth chain to not be 1 frame behind on tiled culling for volumetrics
Category tables
Remove legacy facets
Move license from edit
Can edit facets/categories again
Update facets for search
mapbuilder: don't try to parse empty scene json
fixes Facepunch/sbox-issues#6777
Leaderboard backup, run #
15125
Citizen/animgraph: added b_firstperson parameter; intended to be used when showing the body in first-person view while looking down
spiker digging
drop less healthpacks when some exist already
boss hp bar shows amount, changed player info side
elite spitter teleport
elite spike homes a bit
bouncing bullet
collect sound for frenzy letters
Re-use results of sense component grid search for allies instead of doing another query (when the range is small enough)
Fixed Tileset Tool Inspector. Resolves Facepunch/sbox-spritetools#26
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New Bench Test & Intro area v2 blockout
Fix debug info showing up even when convar is off
Make wolves lie down less often but slightly longer (they need to lie down sometimes for server performance), remove the pause before the idles for a more natural transition
Change howl audio sound types from small to medium as it was not audible unless a few meters away (but then the wolf would cancel the howl and charge), fix new growl sound not playing
Get shortest SourceLocation path when setting TypeDescription.SourceLine/File
- This should've been the original fix for opening code files that have partial class defs
Made miner hat shadows more forgiving for weapon viewmodels and some of our looser shadow proxies.
Get rid of my partial class check for SourceLocation codegen, it's actually the culprit for Facepunch/sbox-issues#6753 - re-publish your game and it'll be fine
Fixes and tweaks to flashlight settings.
Update PackageTags table when tags change
News page tidy
If setting local transform to default, set it to Transform.Zero
Add Texture.CreateFromSvgSource
PlayerController: Fix hiding other players bodies
PlayerController: Tweak how body rotation works, clamp rotation to always be within RotationAngleLimit vs eye angles
PlayerController: Only apply "viewer" tag to render body if set
Svg's have mips, can keep aspect ratio
Fix warning
Leaderboard backup, run #
15101
Animgraph: Add blend cycle option to state machine transitions - blends cycle on transition instead of resetting to zero https://files.facepunch.com/layla/1b0211b1/sbox-dev_fR7ScCdFuP.mp4
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Fixed tutorial placement snapping not working
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Holster and backpack offsets
Fix NRE when ADS shooting with a silencer equipped
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Battering ram back door opening/closing
merge from fix_npc_death_icon -> main
Reapply references from loadouts -> NPCs so the death icons work
- got missed by plasticscm somehow
Merge from main -> fix_npc_death_icon
merge from fix_map_zoom_numbers -> main
Fix map grid text labels not rendering properly depending on zoom & map size
- this changes map grids to be slightly different sizes depending on map size (146.3 target, 152m on 3500, 150m on 4500)
- however the grid is now is correctly centered on the map
- number of grids = Floor(MapSize * 7 / 1024)
- size per grid = MapSize / number of grids
This also fixes teleport2grid not working on certain map sizes (like 3500)
- this was due to the map rendering 24 grids (breaking at different zoom levels too) instead of 23 grids (3500 map size = 23.92 grids)
Battering ram cabin detailed colliders
Tweaked terrain blend settings on small arctic rock formations