244,554 Commits over 3,898 Days - 2.61cph!

1 Year Ago
Manually create "toolobjects" in bake resource helper
1 Year Ago
Fix cubemap bounds https://files.facepunch.com/garry/37a3a9bb-3225-4fde-aa65-f39b984b52ed.jpg
1 Year Ago
Don't show map controls on right of screen during tutorial While in tutorial map is always zoomed and locked to player with grid turned off
1 Year Ago
Update some paths for other scriptable objects to the correct folder
1 Year Ago
Water catcher collection rates scriptableobject
1 Year Ago
Merge from main
1 Year Ago
Allow setting water catcher collection rates in inspector
1 Year Ago
Added a map icon for the tutorial island
1 Year Ago
Scope transition edits and a small refactor
1 Year Ago
Fixed faberge egg material import settings
1 Year Ago
Copy over RustText changes from tutorial_island, prevents GameUI and MenuUI constantly changing whenever an unrelated asset changes
1 Year Ago
Fixed DrawGlow and GlowBlend materials getting changed at runtime and appearing in the checkin window
1 Year Ago
Refactored attack heli reload sound code, more event driven, stop us needing to check and do a GetTurret every frame
1 Year Ago
Fixed exception when using teleport2death if the player hasn't died yet
1 Year Ago
Removed debug print
1 Year Ago
Merge from main
1 Year Ago
v_spaghellim4: base animgraph
1 Year Ago
v_spaghellim4: basic viewmodel setup
1 Year Ago
FPArms: more shared stuff Merge branch 'master' of sbox
1 Year Ago
Runtime BuildCubemaps (#1281) Cubemaps are built on map load, outside of game code
1 Year Ago
Set custom texture bool on scenecubemap if texture property is set, probably needed so cubemap doesn't get built for it
1 Year Ago
Undo changes not needed for this branch anymore
1 Year Ago
And some more
1 Year Ago
unfuck the merge
1 Year Ago
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence) Remove env_cubemap_box from fgd Network tables for env_cubemap_box Create SceneCubemap from entity properties Add indoor_outdoor_level (priority) Add internal BakeResourceAttribute until we can phase out tool objects and the bake resource shit Experiment with rendering cubemaps for SceneCubemaps Set renderToCubemap and environmentMaps pipeline attributes from camera attributes CCameraRenderer::RenderToTexture uses msaa value from attributes Fix dstStride in GetPixels Move the important parts of ggxcubemapblurhelper to rendertools until we can reasonably do this in C# After source cubemap is created, go through render tools to mip it to the cubemap array Add function to render tools to copy texture to cubemap slice Calculate radiance SH from cubemap source, reads texture pixels until we can move this to compute shader Get the size of texture when calculating SH, don't assume 256 Bump up cubemap camera zfar Create env map constant buffer SceneCubemap sets box projection and influence radius based on projection mode C# env_cubemap, mostly the same as env_cubemap_box, use a base cubemap entity Remove env_cubemap from fgd Remove render_depth_map and always_check_depth, I don't see these being set or used in any meaningful way Load cubemap_feathering Rip out WorldRenderer/EnvironmentMapCacheSize, we didn't have it enabled and it's awful anyway Remove UploadToCubemapArray Remove the cube cross stuff on cubemap builder, just to make things more clear Remove ggx_cubemap_blur_accumulation_pass_count - unused Remove depthmaptexture Remove customcubemaptexture bool Fix flipping when copying texture with shaders Flip Y when copying rendered view to cubemap Use the same rendering code as cubemap build system to narrow down differences update convolve_environment_map to latest Remove build cubemaps game system, don't need you anymore Remove hammer external helper Move cubemap building to scenesystem Don't need to include these Queue scene object update job for calculating radiance SH Don't use RGBA32323232F unnecessarily Increase zfar Create scenecubemap even if the entity doesn't have a texture, they're gonna be built on map load Remove "build cubemaps on load" hammer shite Remove minimap shit while I'm at it env_light_probe_volume in C# default values If we create light probe from managed, create a debug grid object for it Add more voxel size choices C# env_combined_light_probe_volume, this is an ugly copy paste job because of it trying to be 2 entities in one, wont matter when we get rid of them Delete lights.fgd, nothing left in here now Use black cube for envmap if we try to calculate SH on error texture Remove ReloadTexture from scene cubemap, no longer needed Delete native CEnvCombinedLightProbeVolume and CEnvLightProbeVolume Fix basic_setup.vmap properties of combined light probe Move basecubemap toolobject from game to mapdoclib Remove base light probe usage from light query game system, this whole system will need to be remade anyway Move base light probe from game to mapdoclib Delete env_lightprobevolume Remove anything unused from cubemap.h Use EnvironmentMapFaceSize when rendering cubemaps to play it safe Remove cubemapfaceinfo Make voxel_size a float instead of enum to avoid parsing errors Fix handshake and array index not working, entity properties can't be internal! Move cubemap building from scenesystem to sceneutils, makes more sense Don't build cubemaps when cubemap texture is user provided Add min max for voxel_size Build cubemaps in rendering world session frame boundary until we find a better place for it Print timings for building cubemaps Show the number of cubemaps built Build dirty cubemaps from OnClientOutput instead of OnFrameBoundary Render cubemaps by adding views and procedural layers Calculate bounds outside of CalculateNormalizationSH, dumb and also can't set scene object bounds during render Build 1 cubemap per frame for now, render thread getting overwhelmed? Don't need to use MarkRenderTargetRead Sort envmaps by array index before sorting by priority otherwise priority can fail!!! Fix depth count for array texture, doesn't need to be * 6 Removed renderToCubemap and environmentMaps on camera renderer, not needed for this branch Remove changes to CCameraRenderer::RenderToTexture, not needed for this branch Move cubemap building to buildcubemaps.cpp so it's all in one place
1 Year Ago
v_usp/v_mp5: use shared references instead of previous cross references
1 Year Ago
Bad weather probability increased, higher chance of rain, storms and fog
1 Year Ago
FPArms: jump/airborne/land use shared zero reference point, added shared fire anims
1 Year Ago
Remove more shit from physicslib
1 Year Ago
Mark a bunch of stuff as only accessible from the main thread
1 Year Ago
Move the remaining shit from public/rubikon to public/physicslib
1 Year Ago
FPArms: shared idlelayer uses shared zero reference point instead of other pose Merge branch 'master' of sbox
1 Year Ago
Add EnvmapComponent, cubemap test scene
1 Year Ago
Add BBoxControlWidget Expose a few things in SceneCubemap
1 Year Ago
Fix Spotlight transform
1 Year Ago
AssetBrowser: Handle case where we don't get any account memberships (offline mode prep)
1 Year Ago
Some interface cleanup Delete rubikon so it stops showing up in searches Remove loads of shit from public/rubikon
1 Year Ago
Create lights.scene rust scene floor collider Keyboard shortcuts for copy, paste, duplicate, delete etc
Leaderboard backup, run #6341
1 Year Ago
Add Application.UnscaledCursorPosition Application.CursorPosition is unrounded, Add Application.DpiScale First person gizmo view look is smooth on high dpi monitors Fix yucky nodegraph cursor hacks
1 Year Ago
Hook up auto sleeping Move physics resource loading to its own file
1 Year Ago
Step the world Hook up velocity and position iterations Remove active body stuff, unused
1 Year Ago
Finalized medium.
1 Year Ago
Converted small streaks to 6P shading
1 Year Ago
FPArms: added run/sprint & local zero reference to the shared anim prefab
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
1 Year Ago
merge from main
1 Year Ago
subtracting 87969 threadsafe_protobuf
1 Year Ago
Set alloc funcs