240,916 Commits over 3,867 Days - 2.60cph!
Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers
Atlas tweaks & particle system iteration
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence)
Remove env_cubemap_box from fgd
Network tables for env_cubemap_box
Create SceneCubemap from entity properties
Add indoor_outdoor_level (priority)
Helper for baking fog
Make baked fog work again
Work out global bounds in the CVolumetricFog so we don't have to worry about it anywhere else
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Cycle validation test (#4)
Emit some validation messages for things like type checks (#4)
Emit some validation messages for things like type checks
Validation: sort topologically, update dirty nodes in order (#4)
Bring clipboard back in case people were using it, forward to Sandbox.Game
Move UseTemplate attribute
TypeLibrary fixes
Move input, UISystem
Tweak navmesh generation params that I don't understand
More killicon aliases for physics kills
New Portal NPCs can be duplicated
Mark nodes dirty when changing input / property values (#4)
Started work on validation (#4)
Spacify
Add NavigationMesh.Node.Triangles/ClosestPoint/Distance
Remove the bullshit from VolumetricFog, setting bounds make no sense (and does nothing) when they're exclusively made from volume bounds
Headgear adjustments and Tanktop skinning fixes
Simplified generic type serialization
Move controls over, delete unused clipboard class
Temp fix for route attribute
Move Screen
Triangle math
Create TriangleTest.cs
More connection setup
Added OnCloseCaptionEmit hook
Arguments are:
string soundScript
number duration
bool fromPlayer
string fullText - can be nil if token is not registered
Added gui.AddCaption( text, duration, fromPlayer )
SceneMapLoader loads light_rect
Generate island locations during bootstrap, before spawn handling.
DensitySpawnPopulation can now filter out island areas.
Flag junkpiles_water to not spawn in outer tutorial bounds.
Calculate and save the world bounds, minus the outer area used for tutorial islands, during island spawn position generation.
Fill out package info, reference MinVer
Add publish.yml
Look for .sbproj in DownloadCloudProjectAsync instead of .addon
Clean up SceneFogVolume, document and add strength/falloff
Expose SceneCamera.VolumetricFog
SceneMapLoader loads SceneFogVolumes
merge from island_timeout. Plastic merge this merge way harder than it needed to be for some reason, but it should all be good.
Don't allow achievements to unlock or progress while in the tutorial, we want those to start processing once the player is in the real game
Delete left over worldrenderer vpc
Leaderboard backup, run #6053
Remove more references to dota global light
Added a new tutorial only chicken type that drops animal fat
Remove anything in ENABLE_LOD, keep the baked lod builder around though in case we want to try rendering it in the future
Merge from dof_exposer_improvements
Fixed incorrect focal distance readout
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Set dof exposer focal size to 0.4, it's hardcoded to a few different values in normal dof handling but this is probably fine
Also max out sample size
adding wall/floor tile materials/textures