248,608 Commits over 3,928 Days - 2.64cph!

7 Days Ago
Remove ToolsVis() and ToolsShadingComplexity() ( & ToolsWireframe ) mode from everything
7 Days Ago
EnvironmentMap::From to calculate all envmaps on a position PerViewLightingConstantBuffer_t completely unused
8 Days Ago
environmentmapped bool is bullshit now that cubemaps are gpu driven, add stub EnvironmentMapping.hlsl
8 Days Ago
Detangle all of this, vr_lighting never directly referenced from any of our hlsls now
8 Days Ago
Fuck of with light.environment, light.dynamic and light.static are just in Light.hlsl instead of own internal files Move shadow functions to Shadow.hlsl, much like BRDF.hlsl, will make it easy for us to upgrade, move LightMap definitions to Light.hlsl Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, that works only as a contract to shadingmodels, fix toolvis on shadingmodelstandard
8 Days Ago
day night light color day night light movement zombie night spawn crates
8 Days Ago
DynamicLight refactor Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once https://i.imgur.com/jqko5ON.mp4 Remove more crumbs off S_MODE_TOOLS_VIS
8 Days Ago
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else
8 Days Ago
Cherrypick from the smoothstep
8 Days Ago
Antihack kicks reserve a slot for queue bypass
8 Days Ago
Nag message to remove S_MODE_TOOLS_VIS
8 Days Ago
Use single path for vr_common_ps_code to match what's on shadingmodel, eventually to just delete all of it, remove unused DISABLE_TONEMAPPING
8 Days Ago
Move BRDF stuff to BRDF.hlsl, organizes it and makes it easier to move to CS2's one with multiscatter Fuck off with LightingTerms for toolsvis, we should be accepting any structure Remove unused ShadingModel postprocessing ( handle it better )
8 Days Ago
ToolVis in a class Single ToolsVis.hlsl, tidy it up
8 Days Ago
Initial ToolsVis without ToolsVis mode, cleanup some unsued
8 Days Ago
Remove last LOD from excavator bucket wheel so the wheel can always be seen spinning - allows you to see if excavator is active from >100m away
8 Days Ago
Goodbye S_MODE_TOOLS_VIS combo
8 Days Ago
Enumize ToolVis modes, dont keep this logic on shared_standard_ps_code
8 Days Ago
Shadingmodel uses Fog::Apply instead of duplicate DoAtmospherics
8 Days Ago
Add namespace_name to antlr grammar so that we can do "type Class::Function()" definition instead of defining all in class itself, we should just let it accept any HLSL Handle AmbientLightKind::LightMapProbeVolume and AmbientLightKind::LightMap
8 Days Ago
Shading Complexity in ToolVis, quad overdraw isn't even working now, and certainly doesnt need it's own shading mode, can make all materials use same shader Remove CUSTOM_MATERIAL_INPUTS and CUSTOM_TEXTURE_FILTERING, vfx optimizes it out if not used Remove D_BAKED_LIGHTING_FROM_VERTEX_STREAM, never used Rewrite AmbientLight into a class, stub
8 Days Ago
▉▄▅▇▅ ▆▉▆▊ ▌▆█_▅▉▋▄█▍▄█_▄▌▇▆_▋▆▍▅▆▉ -> ▅█▌▇
8 Days Ago
▄▋█ ▄▊█▄▋▉▉▉ & ▊█▍▄▇▄▆▍▄ ▍▉▆ ▍▊▉▄▉▍▋ ▌▅ █▆▆ ▊▊▄▉▉▌ ▍▄ █▉▆▊▇▅▄ & ▅▄▍▄▊█▉ ▉█▅▇
8 Days Ago
Santa jacket uses neck_clothing bone to minimise twist deformation
8 Days Ago
Battering ram broken state loading
8 Days Ago
merge from fix_copy_paste_wires -> main
8 Days Ago
Fix auto-snap not being disabled when client convar is disabled
8 Days Ago
Make this readonly list so it can't be fucked with
8 Days Ago
Remove debug logging from copy paste
8 Days Ago
Fix wires being at wrong height when paste is auto-snapped to the terrain
8 Days Ago
Battering ram door loading
8 Days Ago
Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly
8 Days Ago
merge from fix_quick_craft_multiple -> main
8 Days Ago
Fix error handling Don't call DeleteOldShadersFromCache at startup - this is like 1.5 seconds of nothing Only load vfx_vulkan.dll once
8 Days Ago
Restore propane bomb world model
8 Days Ago
▆▍▇▇▌▄▆▆ ▍▋▍ ▉▉▆▍▆▊▆ ▊▄▅▇▄ ▇▇▆▍█▇▇ ▄▋▅▍▋ ▄▌▆▆ ▅▌▇▊▄▋▌▅
8 Days Ago
PoC spline collisions Currently just super hacky static mesh/model collision https://files.facepunch.com/lolleko/1b1711b1/sbox-dev_03QtKgtfYW.mp4
8 Days Ago
merge from main
8 Days Ago
- adjust ray march step count for the different quality levels, 128 at highest, 56 at lowest - add jittering to ray origin to disguise artifacts from lower step counts, with jittering intensity reduced towards horizon to prevent too much noise - fix slow render target resizing - fix reprojection issues - adjustments
8 Days Ago
Battering ram door joint can now break When breaking, we spawn a door server gib
8 Days Ago
Update: added search support to bin snapshot viewer I think I have all I need to explore the broken profile Tests: opened the borked profile snapshot
8 Days Ago
handle non interactive command line Shader building bat files should return 1 if any errors happen
8 Days Ago
Santa jacket/trousers lods (human version)
8 Days Ago
Siege tower doors now reverse backwards if theres something in the way whilst opening
8 Days Ago
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
8 Days Ago
mutelist_expose_steamid -> main
8 Days Ago
Expose users steam ids on chat.mutelist
8 Days Ago
Bugfix: fixed reading string f rom the binary snapshot - Forgot that they're not null terminated - this fixes random characters at the ends Tests: Opened borked editor snapshot
8 Days Ago
Don't init vulkan if consoleapp
8 Days Ago
primitive -> Aux2