241,437 Commits over 3,867 Days - 2.60cph!
Updated `cvars` library (#1972)
Fixed some mesh updates not happening until the next modification
Nature models from core + use foliage animation
https://files.facepunch.com/louie/1b2211b1/sbox_0046.mp4
Move nature models to asset party
updated terrain heightmap and made road topo and blendmap a bit farther
updated materials for decals
Add InstancedRenderScheduler & InstancedEntityScheduler prefabs to bundles/prefabs/world so they always spawn
Remove all hacks we had for a second shadow atlas for viewmodel shadows
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp
https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4
SSAO test for viewmodel
Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion
Try a few more AO techniques
Composite viewmodel AO, and this should be the right way to do HBAO
Remove nonsense resolution scale stuff in common.fxc that's unreferenced in code and causing problems (defined before system.fxc wtf)
Allow compute on renderpipeline to do multiple dispatches, HBAO as compute,HBAO bilateral blur
Use hammersley rather than bluenoise, looks a ton better
Diver pickaxe chain mat tweaks
Cherry picked
83772 => Fixed some shaders not receiving deferred decals
Cherry picked
83772 => Fixed some shaders not receiving deferred decals
Fixed some shaders not receiving deferred decals
New Outfit Piece! - Eye Cover
https://files.facepunch.com/daniel/1b2211b1/sbox-dev_IPlz0gEa4Y.jpg
Another clothing piece to add to the creepy collection. LODs coming ASAP.
Update FP.BurstCloth to latest, tweak cloth mats
Updated Square building + asset party upload
Angle constraint improvements
Async refactor
Fixed dodgy rebase
reroll refund upgrade
arena bounds bounce upgrade
upside down upgrade
shock unit status
shock upgrade particle
Merge branch 'main' of sbox-sausagesurvivors2
Fixed projectile water penetration on ocean
Minor tweak for DListView example
dlistview_column:SetFixedWidth sets the column width immediately (#1965)
Remove SWEP:SetDeploySpeed
Sandbox tool validity checks
constraint library tweaks
Mostly validity checks
tweaked vertex colors - terminal building
brick skin steel beam redo, remapping all building blocks involved for higher texel ratio
materialsystem2 stop trying to load rendersystemdx9
User shaders set attributes for vrad3 - fixes lightmapping, do not cast shadows, and probably other crap
Recompile blendable with fixed attributes
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Fix scuffed read/write + allow override SyncVar.GetValue
WIP trying to get compute shaders to work
Start syncvar tests
Update and read sync vars as they change
Syncvar updating
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Fix glass not compositing translucency properly, also fix area light problems with it
Merge PhysicsLayerRevamp -> save239
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Whitelist System.Collections.Concurrent.ConcurrentBag
merge from ferry_terminal
Merge PhysicsLayerRevamp -> Aux2
Merge PhysicsLayerRevamp -> Main
Fix vrad light bounces for blendable