248,620 Commits over 3,928 Days - 2.64cph!
Don't transition to idle after each fractional reload part
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
Reduce fractional animation time so the transition to the end state is more apparent
Subtracting
109845 (workshop normal fix)
Arcade Arena Map
https://sbox.game/facepunch/c_arcade
Delete citizen_2023-03-06.fbx
Slightly more reliable reload animation. Reload now always dumps into the same slot no matter the barrel orientation
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 3 and 4 in minicrossbow view model prefab.
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 1 and 2 in minicrossbow view model prefab. Also added 'viewmodel sway' and 'viewmodel lower' scripts.
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Update .gitignore
Create Input.config
Update some animation stuff
Use animgraph on player
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Fix save/save as not working as expected with prefabs, default to location/filename of existing source if one exists
Tweak editor File menu, make actions more context aware/prevent in dodgy circumstances
Improve readability of File > Open Recents menu, show correct icons for type
VRAD3 (& it's resourcecompiler) explicitly uses rendersystem, our tools can omit it but we need to read back textures from the GPU for map compilation
Moved the tyre so people can't drive a bike up it to clip through the window and skip the puzzle
Strip expressions from CVfxShaderAttribute
Horses can now swim in deep water: slow speed and consumes stamina
Added basic buoyancy
Apply additional drag when moving in shallow water
Code cleanup
Fix crash due to yoga measure function exceptions
Print if compile failed
More shader code cleanup
V_atoi64 return 0 if string passed in is null (fixes antlr crash on syntax error)
Revert "Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon"
This reverts commit 5e0b9b50644194ea43e8ae7c9c3bafb4292de7d0.
Revert "Reenable rendersystem for console apps for map compilation"
This reverts commit 612f6a9f5352f83d87d2540572f83d64c7fa4e5f.
Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon
Reenable rendersystem for console apps for map compilation
Invert logic of bSupportsLightmapping, make explicit flag of "NoLightmapping", doesn't feel right to apply that flag in every shader when it all should just support it
- moved some verts on the hoodie to allow it to cover clipping on knight armour
- updated prefabs with new hoodie mesh
Simplify AudioDistanceFloatControlWidget and don't rely on FloatSliderProperty for it
Delete FloatSliderProperty
Allow slider paint override on FloatControlWidget with function override or action
Use FloatControlWidget for color picker HSV sliders
Leaderboard backup, run #
16253
Fix indirect IBL fog not working
https://files.facepunch.com/sampavlovic/1b1911b1/jVWTMafLaa.png
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
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
Fixed water pistol not sitting in hand properly while a shield is equipped
Fixed exception when equipping a shield while a shield compatible weapon is already held
Updating and hooking up more player seeds
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- Support seperated arrow meshes from bone
- Modify on/off state depending on shots remaining
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
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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.
Added documentation to properties/functions that were missing them
Make TilesetResource.InternalUpdateTiles() internal
viewmodel camera clipping fixes - eoka left arm position posed out of shot to fix clipping, also reduced rotation sway
Buildfix: define symbol on Mac Server
Tests: compiled editor, then compiled linux DGS
more viewmodel camera clipping fixes - rotation sway reduced
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
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
Moved Google Sheets menu items in Tools