241,455 Commits over 3,867 Days - 2.60cph!
Added an anim curve to remap turn pose average
Updated sleeping bag behaviour to request updated map positions if a bag is parented to a moving object, not just if it's a camper
Largely untested, needs more deployable work to verify
Rebase fix for new shadergraph path
Cherry picked
83070 from diversuit => Added fresnel-style emission fade option to "Rust/Standard"
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
[?] Fix water on vulkan (moves the water??)
[pick] 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
Compiled spv shaders
Add turn pose lerp speed and maxaverge functionality
merge from main -> global_networked_bases
Fixed rotation of certain entities being incorrect
Removed useless Dictionary<NetworkableId,GlobalEntityData>
Telephone box
telephone box
Bait box
Merge branch 'main' of sbox-assets
Leaderboard backup, run #3841
Animated building blocks no longer modify batching if they are parented to a vehicle (fixes door batching issues after opening/closing)
Batching fix for parented entities
Log warning when ItemSkin.icon is unset instead of failing the build
Doors now properly parent to tugboat and the entity follows as expected, even if visual renderers do not
Added sockets for the other two doorways
Made the RHIB driver mount point use the SledDriver script, exposes hand IK options
Test map spawn point edit to support tugboat testing
Added support for deploying doors of any type on the tugboat
Merge from ferryterminal_media
- Set up new tugboat doors to be the tugboat's doors
- Buoyancy adjustment, mainly to better serve ladder use
Merge from ferry_terminal
Removed unused plugin paths
Added ladder volumes for the new external ladders
Updated my controls convex collider to better fit the new design from Damian
Added new controls model + basic setup
Fixed tugboat controls mesh actually having a second duplicate of the mesh way off the grid
Set up additional railing colliders for Tugboat. Mid level, top level, and stairs.
Removed tugboat_a_driveable, swapped in tugboat_a_interior
New rendersystemvulkan & vfx_vulkan
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
[?] My last few questionable shader fixes I need to go over
[?] Fix water on vulkan
Make sure we're compiling DXBC + SPIRV (unless opted out)
[pick] Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Rewrite video processing again.
Don't create a new transform for each process , use events instead of polling
Leaderboard backup, run #3817
Search all rigid and skinned decal lists to remove decal
Check if scene object has already been deleted in projected decal destructor
Only compile shader if at least one compile target succeeded, we probably need to do this for when we compile vulkan
Only create shader resource on successful compile
Composite viewmodel AO, and this should be the right way to do HBAO
Try a few more AO techniques