243,021 Commits over 3,898 Days - 2.60cph!
Added large backpack item
Placeholder amount of slots (helk will assign intended values)
Add "WIP" text to backpack icons
Clamp backpack item icons to 256x256
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updated anims, skinning & anim controller
Support non uniform scaling convex colliders https://files.facepunch.com/layla/1b0811b1/sbox-dev_bDb1J04Lnd.mp4
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Compressed Burst Module png to be the same size as other weapon attachment icons. 80%~ reduction in size.
Add cached flag to OnReadPixels, speeds up memory access
Speeds up 4096x4096 texture read from ~92ms to ~5ms in testing
Color picker improvements
Lose text field input when clicking sliders
Don't fail when typing in a hex color without the #
Give a little more space to display rgba & hue values
Working on passing though context to sub-graphs
Time everything (temp, will remove before merge)
Switch compression levels for a big compression speed boost (at the cost of very slightly larger files)
Test case - 4096x4096:
Old: 955ms, on disk 6948kb
New: 151ms, on disk 7253kb
Add Component.IDamageable and DamageInfo
Remove currently unused properties from ModelPropData
Component.Flags is now a ComponentFlags
Add GameObjectFlags.DontDestroyOnLoad (not implemented)
Fix double IDamageable
Add DestroyOnEnd to ParticleEmitter
Hide SceneObject in ParticleSpriteRenderer if no particles to render
Particle collision uses scene trace
Texture barriers for Vulkan
Output full timing info
Move behind a convar so I can compare CPU/GPU easily
Staging buffer, barriers, etc. for Vulkan
Inputs can directly reference variables
Make the BSP whitelist case insensitive
Validate model header values to not crash the game later
Apparently we are shipping a model with malformed data, which when accessed crashes the game. This prevents such models from being loaded with a console warning.
Patch cs_fix.mdl
The first local sequence weight index no longer points outside of the file's bounds
Do not even try to read weight of first bone for boneless models
DroppedItems can be marked to not combine.
Dug up items set to not combine so they don't auto merge if the flags are close together and their items are left on the ground after digging up.
Colors that don't melt my eyes
Remove a bunch of redundant vulkan render markers, makes gpu debugging finally show up properly nice looking
https://i.imgur.com/7Mq0lhv.png
Nixed fisheye distortion on NVG to stop UI markers from getting offset.
Move camera back up to default view when leaving sweetspot scan mode.
Cleanup.
Variables can be initialized from graph inputs
player update. setting up cross bow anims
Shovel item can now be used for digging flags up.
Set some placeholder shovel values.
Move ActionGraphView to its own file
Fix ActionGraph properties panel resizing itself
Delete source1importlib, source1_legacy, vmf_to_vmap
Force DXT5 for now, since that's all we have compute support for
Dispatch compute and read back
VK: Remove deprecated debug marker in favour of debug utils, should be getting prettier output from GPU profiling tools too
Tweaked sweet spot detection range to be more lenient.
Sanity check player to flag distance.
Bit of cleanup
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Delete sfm and sfmobjects (delete sfm interop if you can't compile)
Better default type for operator properties
Fixed editing integer constants in ActionGraph
Use Input.AnalogLook and Input.AnalogMove in PlayerController
anim updates, transitions, animation controller setup
SceneOverlayWidget updates position when window is moved too
Fixes sbox-issues/#4378
SceneCamera.Tonemap not enabled by default
Fix model rendering bounds
Call ForceFlushGPU when rendering to pixmap
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Fixed NRE whilst reloading and switching between inventory/hotbar weapons