254,393 Commits over 3,990 Days - 2.66cph!
Fix clicking on popup closing it
VFX_MAX_SAMPLERS is 16 (matches VFX_MAX_SAMPLERS_PER_STAGE and RENDERSYSTEM_MAX_SAMPLERS ) - there is no reason a shader should have more samplers than this
These sanity checks aren't sane, textures aren't samplerstates. A proper sanity check already exists in CVfxVulkan::CompileSource
Use more common samplers for volume fog, vr lighting. Add g_sBilinearClamp & g_sPointClamp common samplers
Fix error texture spam by making sure "EnvironmentMap" is always valid
Dark mode non editor window
Vulkan: Aftermath is opt-in with -aftermath, costly callstack info with -aftermath_full
Recompile sprite shader
CreateModelFromMeshFile uses modeldoc directly to create the document and save instead of using a vmdl template. This has huge potential now that I know it works.
Add nexus map to the connect screen, make it look nicer when loading in
https://files.facepunch.com/Rohan/2024/March/21_20-18-DeficientThrasher.mp4
Backup: WIP crude gestures - animation working files
Fixed easter egg hunt missing phrases
CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling?
Be able to disable cubemap normalization without S_TOOLS_VIS on shader
Remove gridmap tool
Update .sbproj
Dummy ui
Left over gridmap stuff
art test bits
Update ignore
Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers)
Multiple harbor_1 bugfixes
Added more zipline points to make it easier to access the cargoship from the rooftop
Slightly expanded dock grounds to make it easier to access side doors from the island
Scene2prefab
Increase default value of budget_panel_height to 800
Fixed PhysicsObject:GetFrictionSnapshot only returning 1 entry
Update trace commands mask, to hit more entities
Autorefresh: just watch everything in the gamemodes/ folder
Certain gamemodes (NutScript) have scripts outside of the main gamemode/ folder and the entities/ folder.
Lets have a few more useful errors here
Re-style contest page
Try to detect bots, and pre-render
Show the contest button for 7 days after contest
Add contest badge on package page
Fixed issue preventing harbor 2 from being considered as a docking point
added plaster_kid_a1 material
added textured_ceiling_a material
new shirt and bodygroups sorted on npc vmdl
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Actually just don't bother trying to read 0 bytes from a file
Fixed a crash with NWVars
"Remember my choice for this server" is actually remembered for NO
For the session only
Error checking in spawnicon context menu
When spawnicons are removed while the player has the context menu open
Undone some recent changes to queued loader
Will probably have to completely stop relying on this system.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Bump .exe version
Books phonebook diary and journal
Initial physics doors
Natural swinging for doors
Clean up, E to push open
3 door states - open, opening, closed
Closed: won't budge
Opening: automatically opens to 33% of max angle over time
Open: fully movable by player
Take starting rotation into account
Adjustable weight, peek fraction
Modified shader to be more explicit about render paths
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Actually just don't bother trying to read 0 bytes from a file
Fixed a crash with NWVars
"Remember my choice for this server" is actually remembered for NO
For the session only
Error checking in spawnicon context menu
When spawnicons are removed while the player has the context menu open
Undone some recent changes to queued loader
Will probably have to completely stop relying on this system.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Prevent cargo from trying to leave the map mid dock. Now waits until docking has finished before leaving.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Add node ui style, inspector, can create existing StateMachine.State types (https://files.facepunch.com/tony/1b2111b1/sbox-dev_MptZKRQPCW.mp4)
Fixed bug causing cargo to freeze when swapping between standard points and approach points.
Bowpoint used for steering throughout
player update. setting up p17 weapon
player update. metal detector entity item held position edited and override controller updated with latest idle pose
Disabled snapping when in a building blocked zone
Don't check require component while deserializing, wait until post deserialize
Update art_showcase.scene
Fix clothing being equipped when hover looting into backpack & backpack is full
Update flag_oakwood_color.png
More boilerplate for nodes / graph
Debug view for scene ref nodes
Added more speed tree test data
adding speedtree test assets
Start blocking out state machine resource + editor window