250,267 Commits over 3,959 Days - 2.63cph!
added playground.sculputres.sav TestSave
- grid of some differently carved sculptures for material testing
merge from ai_wolf_iteration
Fix fire not scaring wolves when the player is standing on top of a tall object
They will now approach very slowly, flee as soon as the player swings their torch, and flee after jumping if fire is still lit
Cancel wolf jump when player goes down the tall object before the wolf arrives
Fix opening .action resources
Fixes Facepunch/sbox-issues#6841
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Skia updates
Add SteamId struct
Player modal
Remove unused shit
merge from frankenstein_shelterraid_fix
merge from gesture_menu_nre_fix
merge from rps_disconnect_fix
merge from ai_wolf_iteration
Smoke grenade mat to match the ammo icon.
Smoke grenade improvements.
Add metallic map to detail layer on standard shaders
Add Sandbox.Services.Players
Item store cleanup
Fix sidebar scroll size
Hard-code sort orders instead of getting them from the backend
Leaderboard backup, run #
15245
Disable rendering on sceneobject when model renderer uses model that has no valid render meshes
enemy homing bullet
bullet drop
reduce charmed enemy dmg status
difficulty 1 player sprite
bullet can bounce on bounds
status icon data
grenade shoot sfx
set player diff 1 sprite
Cache native physics body shapes so GetShape can have direct access to them
Fixed DofExposer not finding the post volume when added at run time
Auto calculate tiling parameters
This avoids having to expose them, while we are not sure if they should be.
Optimize tile geometry collection
Only add physic shapes to generator that are in bounds
Make tile geometry collection thread safe
Speed navmesh geometry collection for scenes with complex physicbodies
The geometry collection is optimized by only collecting the PhysicsShapes of a PhysicsBody that are actually in the navmesh bounds. Previously, all shapes of a PhysicsBody were collected, which resulted in a lot of irrelevant geometry being collected.
This optimization significantly speeds up the overall navmesh generation (70 times faster when benchmarked on FP square).
Fixed some skin ID issues
Merge from main/hazmat plushy
Can now test items in the store that haven't been uploaded yet
Fixed bad DofExposer merge
Added store.limitedItemTests and store.generalItemTests convars, stores a list of ids that will appear in the limited/general store tab (comma delineated)
Added store.refreshStore
Backup of gesture pack and wolf2 stills
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer
https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
Fix AO compositing for custom shaders
https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png
Add compiled shaders for AO including for Material shaders
Composite AO to pipeline rather than blitting, cleanup
AddHookAfterTranslucent > AddHookAfterDepthPrepass
[Pick] Add internal Graphics.FrameAttributes, up to review
Remove hack for clearing AO and use FrameAttributes instead
[pick] GetBindlessRWTextureXXX if compute shader
Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling
RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray
[pick] Fix sampletexture_bicubic (is anything using it)?
[pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc
[pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling
Update shaders with bindless SSAO sampling
Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA
Compile shaders without MSAA sampling for AO
Fix RPS dialog staying on if player is disconnected mid game
Fixed NRE when attempting to assign gestures in the options menu while not conneted to a game
Optim: reduce profiling capacity, instead lazy-grow it
- When frame didn't fit the capacity, drop it and rerecord it
This should help avoid large stutters in editor (and hopefully on the server as well).
Tests: tested craggy in editor - spikes gone. Tested on 6k world in standalone server - spikes still present. Also noticed one export failed, but think it's unrelated to current changes
Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA