241,449 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Weapon worldmodel LODGroup consistency pass. Applied to prefabs.
1 Year Ago
Remaining LOD groups
1 Year Ago
Fix mistake in texture attribute
1 Year Ago
3p torch updates, override updates
1 Year Ago
ShaderGraph: Initial support for vertex shaders. Some nodes wont be compatible in vertex shader yet. https://files.facepunch.com/layla/1b2011b1/sbox_H3xg9p6hOS.mp4
1 Year Ago
Prevent Building volume for the Cargo Ship. Branched for now until we solve the breaking ladder placement.
1 Year Ago
Prevent Building volumes for the Tugboat, with the option to either allow everywhere except the bridge, or allow only the lower enclosed area
1 Year Ago
LOD consistency progress
1 Year Ago
Trims from core
1 Year Ago
Moved roof trim and metal trim to asset party https://asset.party/facepunch/sboxassets
1 Year Ago
Delete unused "pre baked vertex animation" combo from complex
1 Year Ago
Make sure fast hotload related error reports are grouped correctly Failing test reproducing #1087 Gracefully handle NotSupportedException during fast hotload Fixes #1087
1 Year Ago
Undo accidental changes to DX11 light cbuffers
1 Year Ago
Fix header Fix package card links Cleanup org header
1 Year Ago
Fix some NPCs that create entities crashing when at the entity limit Sandbox tool & constraint library improvements when at entity limit Added filter_activator_context and filter_activator_model Added new inputs/outputs to func_tracktrain New inputs: * SetMaxSpeed * MoveToPathNode * TeleportToPathNode * LockOrientation * UnlockOrientation Outputs: * OnArrivedAtDestinationNode
1 Year Ago
Tugboat control panels update Tweaked door frames to match standard door Added a custom tugboat door variant that matches standard door sizes Tweaked tugboat cabin and added a driveable version of the mesh again
1 Year Ago
LODgroup consistency progress/backup
1 Year Ago
Worldmodel LOD consistency WIP
1 Year Ago
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1 Year Ago
RenderTools::Draw - stick to instanceid input layout, fixes water and world panels (I'm pretty sure it's the shaders using this wrong, but I'll come back to it)
1 Year Ago
Make sure fast hotload related error reports are grouped correctly Failing test reproducing #1087 Gracefully handle NotSupportedException during fast hotload Fixes #1087
1 Year Ago
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1 Year Ago
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1 Year Ago
Controlling colors from C# sorta works.... but not really
1 Year Ago
Add props to Surface for impact decal and scrape effects / decals Use ContactPoint + SurfaceNormal to pass into AddImpactSound Let's add decals and particle effects for impacts but try only doing it if speed > 30 - maybe we configure this per surface? Add PhysicsImpact struct and use that to seperate effects for Hard and Soft impacts in Surface description (decals + fx) Correctly spawn soft or hard physics impact particles + decals based on squared speed Add normal from first valid manifold on contact to friction events to pass to C# Enable/Disable physics impacts and scrape events as props for now, pass normal from fiction event to AddFrictionSound and create effects where necessary Also grab contact center from first manifold and pass to C# Use contact pos for decals + effects, try to base effect frequency on energy volume scale, fix decal placement remove particles on friction effect stop Set destroy time to 0.5 (this is a failsafe anyway) Don't have particles follow entity, do it ourselves so we can set to actual contact pos Set forward for scrape particles to contact normal Use method for getting inherited surface values if necessary to avoid repeating same code
1 Year Ago
Fixed toolgun worldmodel materials all being in the wrong order
1 Year Ago
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1 Year Ago
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1 Year Ago
Merge from shader-improvements
1 Year Ago
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)
1 Year Ago
Cherry picked 83538
1 Year Ago
Cherry picked 83457
1 Year Ago
Ambient lighting fix
1 Year Ago
All weapon worldmodels into the testmap
1 Year Ago
Cherry picked 83356, 83382, 83383
1 Year Ago
Re-enable VrLightBinnerSingleLightFastPath this is most definitely being used Hot fix shadergraph, compile dxbc only
1 Year Ago
Fixed python worldmodel LOD3 being offset
1 Year Ago
Merge from shader-improvements
1 Year Ago
Cleaned up stone_trim + ornate
1 Year Ago
Subtracted 83560 => merge from shader-improvements/merge
1 Year Ago
Fixed GetGroundInfo missing ocean hits Fixed GetMaterialAt not supporting ocean hits Fixed water footsteos spawning at terrain level instead of ocean level
1 Year Ago
New rendersystemvulkan & vfx_vulkan RenderTools::Draw handle input layout variation better Tag rendersystem for Sentry Use compute shader for bloom on Vulkan & fix uav barriers ::lerp fix for FXC, couple of double layer define fixes Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x Lightbinner doesn't need all this dynamic shit, max lights is compiled into shaders Split lightbinner into legacy and new paths, strip loads of shit that Sam pinky promises me is unused Fix race for generated hlslvariables file
1 Year Ago
Added NotEqual option to VertexLit Blended Custom and WaterDrop shaders
1 Year Ago
Render model thumbnail using the video renderer's first frame Fix package icons being squashed in asset browser
1 Year Ago
Merge from shader-improvements/merge
1 Year Ago
Fixed so instanced rendering will show for entities not in network range Small refactor
1 Year Ago
Sync latest from Rust (adds angle constraints) Refactor primary length keeping for chains to use springs with more parameters for tweaking Auto update material parameters in the editor for the selected burst cloth gameobject
1 Year Ago
Fixed shipping_container_skin material missing randomization tint map
1 Year Ago
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1 Year Ago
Updated steam dedicated server files