249,643 Commits over 3,959 Days - 2.63cph!
Fix fbx import crash, face set doesn't exist in mesh?
Fixed some knight armour item setup issues
Fixed new horses not working with the trophy system
Fixed auto turrets targeting the new horses
survivor lights
survivor light lerping
fade minimap pixels at night
light flash
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
Spritecard tries to sample lightmaps from vertex shader which isnt what we want, remove dynamic combo rules for lightmaps
Build shaders with bindless lightmaps
- Bettter reload slots
- Reduced smoothing into reload from idle state to ensure reload event triggers. Backed smoothing into the idle state instead
- Tweaked reload fraction settings
- More logs
Horse corpse buoyancy
fixcars command now fill up horses stamina
Final adjustments, vertex shaders still use lightmapping combo, take out rest of lightingTerms.vDBG_BakedLighting
Bindless Lightmaps use cbuffer directly for indices instead of setting texture parameters, lightmapping conditionals use constants instead of combos now
Bindless Light Probe Volumes
Actually bind bindless lightmaps
Horse TerrainCollisionProxy
Re-organized horse folders
Suggest an id for newly created skins in the skin inspector
Merge from Medieval_Metal_Double_Door
Update id's to fix conflict with knight armour
Fade out procedural motion when playing any animation moving the legs (idle breaks, eating)
Moved all the head and spine movements client code to RidableHorseAnimation
Remove baked lighting ToolsVis, they're nigh useless for us now, the one we actually use is a near duplicate of Diffuse toolsvis
Remove all references to lightmapping combos, they're still available on vertex shader for lightmapping uv input though, PS stubs it out on specialization
Start bindless lightmaps & light probe volume
Fix possible NRE in Texture.TryToLoad
Shoes .clothing files adjustments
SiegeHarnessRope material setup
Tweaks to tow anchor points in testridablehorse to line up with the knots
Don't spam warnings for unsupported drop objects, just ignore the action https://files.facepunch.com/layla/1b0911b1/sbox-dev_ZHw0ss4q4P.mp4
Some Model Deformation optimization
Still only on the CPU but it's surprisingly fast
https://files.facepunch.com/lolleko/2025/January/09_21-39-VacantIridescentshark.mp4
Add spacing parameter
https://files.facepunch.com/lolleko/2025/January/09_23-00-AngelicVipersquid.mp4 🚂
Update Spline Collider to match new SplineModel Deformation
https://files.facepunch.com/lolleko/2025/January/09_23-59-LinearAlligator.png
Delete legacy/unused deformation code
Added updated siege harness art to testridablehorse
Merge from midi_multi_command
Allow line renderer to have lighting, same as particles https://files.facepunch.com/layla/1b0911b1/sbox-dev_EOUiaThKg1.mp4
Midi convar bindings now support the ; syntax (like binds) to allow multiple commands to be run per cycle
Merge from Knight Armour DLC
Added a button to update the skin list from the skin inspector rather than having to open the menu
Set up skin assets for knight armour
woodaxe prop
+ added iron to metal blend material
https://files.facepunch.com/jason/1b0911b1/sbox-dev_MjWcz8Q7Qx.png
Make additive particles blend correctly in fog too https://files.facepunch.com/layla/1b0911b1/sbox-dev_zrmiRJG1pg.mp4
Expose Parallel.For by wrapping it in Sandbox.Utility
Leaderboard backup, run #
16747
.clothing adjustments + citizen body female adjustments
Fix NRE in PlayerDamageIndicators when no attacker
Gauss impact effect