243,044 Commits over 3,898 Days - 2.60cph!
Composite AO to pipeline rather than blitting, cleanup
Update decals_subrect.txt
Updated from HL2, to contain 2 new Portal decals
You can gravity gun portal energy balls successfully
Fixed studiomdl crashing with remapping sequences
Remove unused properties on SWEP internals
Change how SWEPs store ViewModel/WorldModel/PrintName
To get rid of 80 character limit for all 3 fields
Remove another unused field from SWEPs
Network gravity scale for players, for prediction
Reduce network bits for player's drivingmode/player class
No server has 2^32 unique classes
Network m_bSprintEnabled for prediction (Player:SprintDisable)
Fixed insane network load of ManipulateBone* functions
Optimize some more player networking
m_OverrideSubMaterials array
m_iTeam reduced bits (from 32)
delete missing prefabs from tutorial map
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer
https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
Fix AO compositing for custom shaders
https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png
Add compiled shaders for AO including for Material shaders
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did
I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler
Remove sdf.hlsl (until we meet again 🫡 )
Add Motion.hlsl for motion vectors
Add generic TAA filter to Motion.hlsl
Tongue Improvements, much more responsive while still being physics based
Hammer GameObject Scene
(You'll need to compile)
Commiting prototype instanced rendering that piggybacks off normal CPU batching system
- hooks into normal batching system
- uses normal occlusion culling system
- instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered
- uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame
- currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers
- convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
Shadergraph: Get rid of DynamicComboRule( Allow0( D_COMPRESSED_NORMALS_AND_TANGENTS ) )
Switched ballista mounted anim to standing
Added placeholder hand IK (looks painful)
Wildlife hazards can now also inflict basic damage when a hazard is failed.
Setup snake bite damage.
adjust leandisplay colors
Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
viewmodel - ammo state/ choosing correct reload states
more towing strength adjustment
Close CollectionList popup after toggling a collection for now
Cancel ballista reloading when unmounting mid-reload
Reduced turning speed
fix issue with xp bar on solo page, add main menu option to finish menu
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
restyle ingame frenzy letters
Cleanup
Use GameObject name explicitly in description instead of setting DMX name
Move the shield to the back while reloading a projectile weapon
Can't use the ram without starting the engine
Recache the viewmodel renderers
Added a deploy delay so the player can't block immediately while the deploy anim is playing
Deflated nomad suit viewmodel gloves now the hands can be hidden, fixes clipping issues on gestures
Removed allowedItems list from Mailbox, this list is now in StorageContainer
Better catapult colliders, added lootpanel prefab
Added worldmodel prefab and icon
merge from fix_quarry_animator_lod -> main
added 3p shield impact melee and impact ranged anims to player animation.controller
Added a "Save pose as..." button to the Pose Tool to avoid haing to copy+paste an existing pose and overwrite it
Added Undo support when using the load selection from file button
New generic file context menu (for any non-asset type - .cs, .scss, .razor, etc.)
Implement OnContextMenu in FolderNode
Navigate to code files using selected code editor
should prefer an active / open solution
Hide obj/ folder in code directories
Add support for drag-dropping assets / folders / etc.
Top of asset locations list shows favorites again
Fix mining quarry and pumpjack only showing their animation up to 100m away
halved twoing joint break strength
Basic implementation of tongue swinging
Revert "ModelRenderer don't default to box if Model is null"
This reverts commit 507bf43671ecc159012fc46ffe726dcf1128bdd9.
This works better, needs a cleanup that also removes [MakeDirty] crap
fix alignment of lean display and other hud adjustments
Include package type in AddTo/RemoveFromCollection, resolves exception when toggling collection for an asset
Refactor: Further simple vehicle changes
- Turned SimpleVehicleVisuals into a utility class instead.
- Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals.
- Setup standard wheel update method. Retained old method of overrides.
Removed some logs in the DuplicateTimeline tool that printed every time the cinematic tool dropdown was opened
LODStripper will now delete any objects with LOD1, LOD2, LOD3 or LOD4 in the name, even if they aren't assigned to a LOD group or RendererLOD
Merge: from remove_editor_update
This shaves off another 5ms from editor update times on 6k world map
Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
Merge: from main
Tests: built all modes locally