243,524 Commits over 3,898 Days - 2.60cph!

12 Months Ago
Fixed previous commit test breaking for supporting internal/protected/private where possible in method validation for wrap method/properties...
12 Months Ago
Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4
12 Months Ago
merge folding chairs
12 Months Ago
Revert "New way to validate method availability for method wrap/property wrap - this picks up internal / private / protected methods and checks containing type against that type to determine accessibility. tl;dr lets you in most cases use private / protected / internal methods as the target function for wrap without it complaining" This reverts commit f9b98cc34ac1d92efbaa43baf51f559720a7ca24.
12 Months Ago
Fix EditorWindow disabled Resample startup image so it's not all pixelly on high dpi monitors
12 Months Ago
Clean editor startup Splash screen is a real window, restores its position Welcome Screen remembers its position
12 Months Ago
Moved tiled rendering buffers to lightbinner, where it should belong Remove members that have long been deprecated, start adding support for structured buffer lights Move all cbuffer stuff to legacy, standard will only have structured buffer path Start implementing structured buffer lights data structure Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now Remove bMixed from LightEntry, it's complete bullshit, let static lights render only dynamic objects when doing shadows Unified shadow casting, map indexed lights so we can fetch them easily and without needing to order sequentially, remove more deprecated stuff Get rid of lightbinner_legacy completely Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader Remove CSunLightManager, used for old pre-hlvr sun rendering, a lot of code that's only used for dynamic sunlight different to everything else in light rendering Remove more unused parameters from lightbinner Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight Lightcookies and point lights Remove multiview constants from lightbinner, these have been getting in my way, and we need to think a better way to handle instanced viewports, I'm leaving it to a bigger cleanup later Start Envmap support on new lightbinner, remove unused environment_map.fxc Start MATERIAL_LIGHT_DIRECTIONAL support for lightbinner, sets up frusta for lights Fix conflicts from merge that added removed stuff Fixup for directional lights, add dummy ambient lighting for fully dynamic scenes, implement flags properly Fix merge ( g_nNumEnvMaps > NumEnvironmentMaps ) Remove interface definition from Vfx ( It's fucked off from HLSL 2020+ ), add array support to members in classes in Vfx Store multiple frusta on same light definition rather than using sequential lights, makes this simpler, point light shadows Ambient light, new strategy for shadow frusta Disable r_enable_high_precision_lighting, just ends up overcomplicating code, reevaluate if this actually affects much away from world origin, will make vPositionWithOffsetWs just become vPositionWs in shaders if fully removed Take shadow frustra from BuildShadowFrustaForLight() that matches what's on the shadow map renderer, rather than rebuilding it with twice the code Test of multiple frusta support for shadow maps on shader 🥳 Support for cascaded shadow maps on new unified multi-frusta system, needs to backport old code Backport directional CSM code to unified BuildShadowFrustraForDirectionalLight in lightdesc Shadow filtering and dummy ambient lighting Calculate spot light resolution proportionally based on light cone and do a LOD system for light shadows based on distance, both are meant to be perceptual https://files.facepunch.com/sam/1b1211b1/sbox_rl2LTOMdY4.mp4 CSM Adjustments Pass envmap data to GPU Fixups for cubemaps on shader, add test for ambient light IBL support https://files.facepunch.com/sam/1b1311b1/ibl.png We dont need start indexes for lights anymore, just remap the index for fog and baked, fixup envmap count to shader Remove refs to CalculatePositionToCameraDirWsMultiview function call in new lightbinner shader code
12 Months Ago
wip twitch desk
12 Months Ago
Change screenshot filename format Make this warning a trace
12 Months Ago
Leaderboard backup, run #7492
12 Months Ago
Added prefab for ferry terminal glass_ground_b
12 Months Ago
Added 6 tiled glass cubes. Added an additional tiled rock cube (rock_03).
12 Months Ago
Set existing tiled cube materials to opaque rendering + enabled back face culling
12 Months Ago
Cherrypick #89900
12 Months Ago
Merge from main
12 Months Ago
New way to validate method availability for method wrap/property wrap - this picks up internal / private / protected methods and checks containing type against that type to determine accessibility. tl;dr lets you in most cases use private / protected / internal methods as the target function for wrap without it complaining
12 Months Ago
Add `chat filter` menu option that opens the steam settings for chat filter when clicked
12 Months Ago
Shelter ~ Moved to using proper model for the shelter Adjusted door fit Adjusted building priv area Tweaked socket deploy parameters
12 Months Ago
Add separate AuthResponse values for auth ticket cancled and already used
12 Months Ago
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12 Months Ago
Intermediate format adjustment
12 Months Ago
m4 shotgun viewmodel - set effects folder, improvements to fractional reloading
12 Months Ago
Terrain base pyramid texture block compression; saves ~80MB of VRAM (88% reduction)
12 Months Ago
ActionGraphResource, update Facepunch.ActionGraphs Placeholder NodeUI.OnDoubleClick()
12 Months Ago
Add alarm to trigger when radiation starts to become active (>10) to large & small oil rig Add convar `oilrig_radiation_alarm_threshold` to control the threshold on oilrig for the alarm to start (set to 0 to play when crate is taken) Codegen
12 Months Ago
exported treadwater anims and added to player anim controller
12 Months Ago
Throw if chunkStream is null
12 Months Ago
Don't try to use SteamNetworkingUtils in unit tests
12 Months Ago
Graph nodes
12 Months Ago
Merged bunch of mats
12 Months Ago
Don't self destruct proxies Don't draw text if there is no text Give players a nametag Set network instance to null when disposed Change cube launch angle
12 Months Ago
Dispose GameNetworkSystem on shutdown Only create NamedSocket if in editor Loading screen, smoothing connection process Loading screen cancel button, force show cursor when loading screen is active
12 Months Ago
Pulled main.
12 Months Ago
Citizen/animgraph: further improved the lean layer, especially when holding a weapon Head look adjustments forthcoming still. https://files.facepunch.com/maxlebled/1b1711b1/2023-11-17%2017-35-37.mp4
12 Months Ago
Use LastBackColorBuffer for VR - should fix spontaneous crash, can't reliably reproduce locally though?
12 Months Ago
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12 Months Ago
Tweaks to ExplosionsOverlay component
12 Months Ago
Added air race checkpoint models
12 Months Ago
Updated Legacy Furnace FBX to most recent version
12 Months Ago
Add craggy terrain to both oilrig scenes to get rid of error when trying to play scene
12 Months Ago
Add green spinning light entity & respective materials Generate manifest Add green spinning lights to the bottom of both oil rigs when radiation is active
12 Months Ago
merge from main -> oil_rig_radiation
12 Months Ago
Minor code adjustments Entity.SetPreventTransmit can now accept a table of players or a filter Added NPC.SetIdealYaw/UpdateYaw/IsFacingIdealYaw Added NPC.SetIgnoreConditions/RemoveIgnoreConditions
12 Months Ago
Fixed sunlight scattering in clouds looking square and not matching actual sun direction
12 Months Ago
12 Months Ago
Can call nested action graphs with output values
12 Months Ago
Fixed attempting to get value of input signals in graph nodes
12 Months Ago
gingerbread triangle roof gap
12 Months Ago
Fixed action graphs without a primary output node
12 Months Ago
Action graph output value support More tests