243,706 Commits over 3,898 Days - 2.61cph!

1 Year Ago
Merge from main (notable merge on StandardLayers.cginc)
1 Year Ago
Add horse icons for trophy UI
1 Year Ago
Wanted poster name text is now pure black so it doesn't appear unlit at night, used transparency to roughly keep the apperance the same
1 Year Ago
Adjust chicken trophy position to ensure nametag is visible Adjust minimum font size on small trophy to fix some NPC names not appearing
1 Year Ago
FIxed head item info NPC name line breaking on some NPC's
1 Year Ago
Fixed an NRE when acquiring a head bag via the f1 menu (items created like this won't work in the trophy mounts, but this prevents NRE disconnections if this occurs)
1 Year Ago
Potential NRE fix for SteamFriendsList
1 Year Ago
Merge from main
1 Year Ago
Fixed an animator warning when coming into network range of a bar door
1 Year Ago
Merge main -> experimental
1 Year Ago
Reduced the effect of gravity on trains further, from 50% to 33%. Those train tunnel entrances are steep!
1 Year Ago
Remove array of fish sounds (we only have one) Remove fish trophy art prefab
1 Year Ago
Added hurt triggers inside train tunnel entrances
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Merge SAMSiteFix -> Main
1 Year Ago
Removed unused collider from rocket_sam. Fixes sam rockets hitting themselves after the recent layer change. All other rockets already had their collider removed back in 2021.
1 Year Ago
Fixed NRE from sound array not matching fish type array in fishtrophy Updated fish animation
1 Year 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
1 Year Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing Updated ActionJigs Some more node types Support deserializing system types if TypeLibrary is okay with them Error messages in node tool tips Added GraphView.GetRelevantNodes Node graph HandleConfig refactor Allow arbitrary nesting in node creation context menu Default handle color tweak Update Facepunch.ActionJigs Hotload: fix before / after constraints on upgrader ordering TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty Constant nodes Node interface tweaks Update() node UI after Layout() calls Update ActionJigs Try to get nodes to redraw on change Post-rebase fixes I missed Updated Facepunch.ActionJigs GraphView.CenterOnSelection Allow custom exception stack trace inspectors Update Facepunch.ActionJigs Update Facepunch.ActionJigs Null literal node Can get / set fields with nodes INode.CanClone, CanRemove Post-rebase fixes Update ActionJigs, expose some more reflection info Some more nodes Support for comment nodes in Action graphs Skip HideInEditor properties in ControlSheets Action node display tweaks PlugIn respects ShowLabel Rerouting fixes Fixed handle config names for generic types Action link pulsing in editor Json ignore / hide ShaderNode.DisplayInfo Dynamically size input / output plugs Fix updating plug types in shader graph Fix not being able to drop on a reroute node Fixed ActionJig test Put ActionJigDebugger in its own file Jig -> Graph Update Facepunch.ActionGraphs Update Facepunch.ActionGraphs Update Facepunch.ActionGraphs Some more node definitions Enum constant node
1 Year Ago
Ik scene
1 Year Ago
Update IK functions
Leaderboard backup, run #7013
1 Year Ago
Citizen/animgraph: fixed foot IK parameters also affecting hands
1 Year Ago
Disable frustum culling when a mirror is visible Render global networking from each mirror's camera Add toggle back to culling shader for frustum culling
1 Year Ago
Remove test concrete trimsheet
1 Year Ago
Citizen/animgraph: new parameters for "manual" / code-side IK, removed b_vr
1 Year Ago
added Paul's bloody burlap sack icon
1 Year Ago
Footsteps scene
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
merge from gnb_window_fix
1 Year Ago
Add AnimatedModel.Set Ik placeholder
1 Year Ago
Fix OnEscapePressed
1 Year Ago
merge from main
1 Year Ago
merge from base_decor_DLC
1 Year Ago
Don't show variants in the crafting menu
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from base_decor_DLC
1 Year Ago
merge from ammo_count_in_chests - fix unload ammo menu option not showing
1 Year Ago
GameObjectControlWidget shows the full GameObject path Add ITintable Fix errors when trying to Set animated model parameters when no SceneObject exists Update bloom defaults Fog scene
1 Year Ago
Fix NRE Fix exception whe ncopying Remove debug
1 Year Ago
Fill out menu screen slightly People want to do new GameObject, not GameObject.Create. They get confused and angry.
Leaderboard backup, run #6989
1 Year Ago
Reposition collider when updating Add sliders to ScreenPanel Scene menu Load menu scene on startup Fix oob exception if delete a bunch of children in update Fix particles updating using RealTime instead of Time Fix updating physicsbody position instead of keyframebody position Return to menu on escape component
1 Year Ago
Add PhysicsBody.Surface, PhysicsShape.Surface Add Input.EscapePressed
1 Year Ago
Disabled global rendering on armored window
1 Year Ago
Add `job_system_threads` to control the number of workers in the job system `0` or `-1` will set it back to default amount
1 Year Ago
FPArms: another pass at movement anims
1 Year Ago
Fix native dsn again Fix not writing .version etc if commit message was empty