241,472 Commits over 3,867 Days - 2.60cph!
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
Adding fallback shader when no tessellation is supported
Diver Suit model/materials/textures
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?
Failing test reproducing #1027
Fixed #1027
There might be other reasons why methods won't resolve, will re-open if we encounter that
Get rid of "avataranimated" reference in Avatar.IsAppropriate
Revert "telephone box"
This reverts commit 122dbe75266b7c496cd573ea9228cc6959321037.
telephone box
fixed wrong texture
Add a LOS and distance check to turn and run for cover
Organisation for the future
Failing test reproducing #1027
▊▉▍▅▍▅▉ ▄▌▆▆▊▊▅▅▍ ▌▇ ▌▄▇▅▇▍▅▆▋▄ ▊▅▍▍ ▇▄▋ ▆▌▅▆▆▅▄█ (▄▊▋▊▊▅▆ ▇▇▊▍▄█▆▄▍▊)
Increase acceleration of all human AI to eliminate sliding when initially moving at full speed
MP5 weapon progress
work in progress of the MP5 SMG
trench cover and telephone box
miniboss exploder fire
tweaked unit moveSpeedFactor
more miniboss exploder behaviour
unit can lose player target
trees/barrels etc cant have target
balance etc
Reverting Kayak, RHIB, Rowboat and SubmarineDuo prefabs to pre-merge versions from this branch
pivot fix, fixed decals, set up lod values correctly, shadowproxies
merge from ferry_terminal
Don't create tools triangle list for runtime meshes for now to investigate crash
Play audio using stream.play but disable for now to see if it's cause of crash
Leaderboard backup, run #3673
Query references using the find api instead of manually
Package Card org links to org
Fixed incorrect joint behaviour in ragdoll due to init order changes
big clean up, combined materials, lodded, shadow casters, decals wip, collision
v_usp: ported existing animations to updated FPArms rig, adjusted grip, made reload animations more distinct, added dry fire state, made it & regular fire properly self-interrupting
Leaderboard backup, run #3667
Fixed incorrect offset for initial corpse limb positioning on server.
Leaderboard backup, run #3666
New rendersystemvulkan & vfx_vulkan
Shader resource v2 has dxbc and spirv blocks, if a block doesn't exist will use a fallback shader
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
[pick] GetShaderFullPath: remove shader replacements and legacy prefix substitutes
[pick] Minor shader fixes where DXC is more strict about you being stupid
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
[temp] Disable crashing water so I can stabilize everything else first
[squash] rendersystemvulkan: fix minor deprecated warnings
[squash] rendersystemvulkan: Match renderthreadvulkan changes 1:1 w/ Valve
[pick] compile fixes for postprocess_standard_p*.shader
Compiled core shader resources with DX11 & Vulkan blocks
Compiled base shaders (spirv only)
Remove device extension entrypoints & add volkLoadDevice
Fix crash when minimzing with a fake swapchain when swapchain extents are 0,0 - higher level code assumes there is always a valid HRenderTexture
[squash] more parity with Valve's code making it easier for future changes
Merge Main -> RagdollRewrite2
VideoPlayer: Default input format to mp4 if no ext specified in url
Diver Assault Rifle
LODs, materials and textures
FPArms: clamp to 4 bone/vert & get rid of FBX re-import warnings
FPArms: updated first person arms rig (see commit comments) + updated punching animation set accordingly
The wrist and metacarpal bones were pushed back up by a centimeter. The wrist area deformation is better on either side, and a tiny bit better at the front and back. The metacarpal bones can now deform the entire hand more gradually, creating a gentle curved slope. Some triangulation was changed.
Fix video upload not working