241,443 Commits over 3,867 Days - 2.60cph!
Added support to boats for a separate reverse throttle effect
Adjusted tugboat driving performance for slower acceleration, but higher maximum speed
Added Vehicle World and Vehicle Large layers to the default bounds check masks used by spawn handlers
Flashing zebra crossing light
3p diver torch - created holdtype override for diver torch, so both standard flame torch & diver torch can play independent on/off anims
updated entity to use new override.
Cherry picked
83656 => Restored Assets\Prefabs\Misc\Recycler.meta
Restored Assets\Prefabs\Misc\Recycler.meta
Merge from aux2/diversuit-merge (diversuit)
merge from main -> global_networked_bases
All guns consistent worldmodel orientation, with pivot/CoG shifted where it feels logical
Split panel layer logic, clean up
Add attributes to shaders where dynamic params were being used before
Probably fixed a (linux only?) srcds crash with debugoverlay library
Hackaround for static prop support for util.DecalEx
Fix "Native Collection not disposed" error (forgot to dispose a NativeArray)
Fix compilation error on client
zebra crossing, electrical and wet floor files
Merge branch 'main' of sbox-assets
Added 6 new inputs to all entities
* SetLocalOrigin
* SetLocalAngles
* DisableDraw
* EnableDraw
* DisableReceivingFlashlight
* EnableReceivingFlashlight
Also
* Disable flashlight keyvalue
* EF_NOFLASHLIGHT Lua enum
Add input/output description to Entity Properties window
https://files.facepunch.com/rubat/1b2011b1/4KdxnzGL4u.png
ScreenSpace particles adjustments
Set 'connect' Rich Presence string when joining a server
Hammer: asset.party materials tagged with "decal" will create an info_overlay on drag so you can put bird shit everywhere
Cherry picked 83648: Fixed compile errors in Custom\StandardWithTwoDecal shader
Cherry picked 83648: Fixed compile errors in Custom\StandardWithTwoDecal shader
Cherry picked 83648: Fixed compile errors in Custom\StandardWithTwoDecal shader
Fixed compile errors in Custom\StandardWithTwoDecal shader
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Merge from diversuit/shader-merge
Changeset merge from shader-improvements
Limit worker thread count to avoid starving the main thread
exported unarmed player climb up and down rope in ferry terminal branch
Merge from aux2/ferry_merge (ferry_terminal)
Merge from ferry_terminal
Added pump model to the pumpjack
Updated tugboat door mesh
Tugboat interior mesh update
Update sibling constraints to use springs too
Cherry picked:
83634 Fixed forward shaders sampling light proxy volume (not used)
83635 Fixed broken atmospheric scattering on glass and other semi-opaque materials
Merge from ferry_terminal/shader-merge4
Changeset merge from shader-improvements
Failing test reproducing #1027
Fixed #1027
Failing test reproducing #1027
Compile optimized ui border wrap shader
going through lists of checks for brick skin release
ShaderGraph: Fix stage id attribute sometimes not being set
Initial `filter: border-wrap( ... )` implementation
For alpha-based borders, e.g. images
https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_D1MzaQjB8X.mp4
Use FromShader for UI materials, delete vmats
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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
Same DX11 texture streaming crash fix for Vulkan
Fixed broken atmospheric scattering on glass and other semi-opaque materials
Fixed forward shaders sampling light proxy volume (not used)
New Hair - Dreaded Hair
https://files.facepunch.com/daniel/1b2011b1/Photoshop_WxotcipTra.jpg
WIP, needs some clean up and adjustments, but pushing this to get it in and running.