241,389 Commits over 3,867 Days - 2.60cph!
shadowbox for slotmachine fix
Reinstate changes from
85078, but using "Standard (Specular Setup)" shader instead of "Standard" shader with "Specular Color" material mode for wood_cabin_door.mat. Will hopefully fix everything becoming shiny.
set keycards to Force No Motion to prevent crazy motion blur bug
until there's an actual fix
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs
https://i.imgur.com/UzNKHRL.png
Backport simple water from SSR branch
Water fog and refraction
Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible
Fix water ripple collision
Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water
[Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan
[Pick] Composite baked AO into diffuse lighting
Basic link editing
Full link editing
Attribute html values
Image block
Image paste support
Clear drag
merge from august_art_bugfixes
Leaderboard backup, run #4667
Add method to convert Qt::Key to ButtonCode as string
Tools: Add KeyBind widget, intercepts key presses and sets value to last key pressed
Tools: Test using keybind editor for InputAction.KeyboardCode
only subtracting
85078 - continued surfaces reflection debuging
use ss2 dmg number particles
Leaderboard backup, run #4661
Local transforms for hand info, we'll convert back to world transforms in managed after anchor transform changes
adjusted water gun spray effect so it doesn't leak through the body of the gun
merge from surfaces_reflection_debuging
subtracting
85079 merge from building_skins_3 &
85078 merge from august_art_bugfixes
RF Transmitter now has aerial in 3rd person
updated LODs and updated .worldmodel and .entity prefabs.
Adjusted position in 3rd person to better fit hand.
created extra small single planter
mesh/lods/collision/gibs and initial prefab setup
.mat files suddenly appearing
Adjusted belt speed for the mining quarry and pum pjack
ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics
Don't make ByteAddress buffers with unordered access
Drop access type to keep things simple, add List<T> SetData variants, add elementOffset arguments, additional error checking
AppendConsume buffers still need the structured buffer flag too
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer
Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader
Can be passed to RenderAttributes.Set( string, ComputeBuffer )
Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int )
Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int )
Can set/copy data outside a graphics block
Flush this shit when using ComputeBuffer in a sync way, I'll do it a different way for an async/callback API
API makes more sense to be ComputeBuffer<T>
Leaderboard backup, run #4637
changed how Mult mods are handled
remove passive increase in item rarity
balance tweaks
Add a keybind setting for noclip
Add simple endpoint to fetch a players last known name
Fix [unknown] replay bot name
Add difficulties for bhop_easy & bhop_hot
Fix ladder movement
Create/leave lobby, launch, and team choosing
Lobby chatbox
Styles & cleanup
Merging rewrite back into global_networked_bases
Reconverted all building block prefabs & now all roofs work
Fixed converter not overwriting buildingblock prefabs when using converting tool
Reimplemented LOD level inside InstancedLODState config class
keycard viewmodel position fix
now works with nomad suit and tactical gloves too
added new laser detector model to more closely resemble the icon.
added new prefab to be setup and replace the old one.
LaserDetector>Model
[Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan
adjusted position of 16x scope on hmlmg.entity prefab so there's no clipping on the face
fixed wrong gib mesh rotation for the small storage box
fixed gear distant LOD (LOD2) missing face
fixed gap in wood_crate_1.fbx
issue named the crate, "Crate_normal_2"
Above ground train tunnel entrance blockout
Train tunnel up and down slope blockouts
Prefabs