241,455 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Added an anim curve to remap turn pose average
1 Year Ago
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
1 Year Ago
Rebase fix for new shadergraph path
1 Year Ago
Cherry picked 83070 from diversuit => Added fresnel-style emission fade option to "Rust/Standard"
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 [?] 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
1 Year Ago
Add turn pose lerp speed and maxaverge functionality
1 Year Ago
merge from main -> global_networked_bases
1 Year Ago
Fixed rotation of certain entities being incorrect Removed useless Dictionary<NetworkableId,GlobalEntityData>
1 Year Ago
merge from main
1 Year Ago
Telephone box telephone box
1 Year Ago
Bait box Merge branch 'main' of sbox-assets
1 Year Ago
merge from bear main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
Leaderboard backup, run #3841
1 Year Ago
Animated building blocks no longer modify batching if they are parented to a vehicle (fixes door batching issues after opening/closing)
1 Year Ago
Merge from main
1 Year Ago
Batching fix for parented entities
1 Year Ago
Log warning when ItemSkin.icon is unset instead of failing the build
1 Year Ago
Doors now properly parent to tugboat and the entity follows as expected, even if visual renderers do not
1 Year Ago
Tugboat manifest stuff
1 Year Ago
Updated socket names
1 Year Ago
Added sockets for the other two doorways
1 Year Ago
Made the RHIB driver mount point use the SledDriver script, exposes hand IK options
1 Year Ago
Test map spawn point edit to support tugboat testing
1 Year Ago
Added support for deploying doors of any type on the tugboat
1 Year Ago
Merge from ferryterminal_media
1 Year Ago
- Set up new tugboat doors to be the tugboat's doors - Buoyancy adjustment, mainly to better serve ladder use
1 Year Ago
Parent merge
1 Year Ago
Merge from ferry_terminal
1 Year Ago
1 Year Ago
Merge from main
1 Year Ago
Removed unused plugin paths
1 Year Ago
Added ladder volumes for the new external ladders
1 Year Ago
Updated my controls convex collider to better fit the new design from Damian
1 Year Ago
Added new controls model + basic setup
1 Year Ago
Fixed tugboat controls mesh actually having a second duplicate of the mesh way off the grid
1 Year Ago
Set up additional railing colliders for Tugboat. Mid level, top level, and stairs.
1 Year Ago
Removed tugboat_a_driveable, swapped in tugboat_a_interior
1 Year Ago
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
1 Year Ago
Rewrite video processing again. Don't create a new transform for each process , use events instead of polling
Leaderboard backup, run #3817
1 Year Ago
Search all rigid and skinned decal lists to remove decal
1 Year Ago
Added stair section
1 Year Ago
Check if scene object has already been deleted in projected decal destructor
1 Year Ago
Only compile shader if at least one compile target succeeded, we probably need to do this for when we compile vulkan
1 Year Ago
Only create shader resource on successful compile
1 Year Ago
Composite viewmodel AO, and this should be the right way to do HBAO
1 Year Ago
Try a few more AO techniques