243,045 Commits over 3,898 Days - 2.60cph!
Remove unneeded junk
Build footsteps into BodyController
Merge from ai_wolf_iteration
Leaderboard backup, run #
14933
Manually Paint the Button widget, make it tintable
Add Jump To Code option to properties https://files.facepunch.com/f5a729e8-da9c-4e20-bf95-eea8a5fc4e84.png
Fix new project location file dialog not setting initial directory
- added steam rich presence for waiting in queue and connecting to a server
- basic tracking of queue wait times and status
- take sun and ambient colors from proper TOD scattering components
- make sunset/sunrise lighting on clouds MUCH prettier
Converted QuestResource [Groups] to [Feature]s
Add [Feature]s to TileResource
Add [Feature]s to EntityResource
Added StartingRotation to Projectile
Updated ItemResource to use [Feature]s instead of [Group]s, creating a new item is much less overwhelming now
Updated all ItemResources using certain Features
change timescale to 1 for problematic scenes
add leaderboard button to solo page, show greyed out frenzy letters even after they've been collected
cape balance
mummy + frankenstein mask loot tables
Update SpriteTools
Fix crosshair targeting on Entities
Added Rotation [Feature] to Projectile
Added Bone item drops and projectiles
Cleaned up a bunch of lengthy components by converting [Group]s to [Feature]s
Added Ranged Combat Feature to Enemy. Skeletons now throw bone projectiles from a distance
Fix obj/ files still showing up in some places (I had this in the wrong place entirely 🤦♂️)
- Viewmodel animation updates
- Added show bullet mesh states to animator
- Reduced rotation sway to fix arm clipping issues
create leaderboard and settings components, fix pause menu logic
Remove unused GrabOutputColorDepth
Adjust focal length with sensor size
https://files.facepunch.com/sam/1b2511b1/Recording%202024-10-25%20144814.mp4
Make fsm declaration syntax more compact, fix scientist death
Fix CoC pass on any quality level, increase blur size to 200
https://files.facepunch.com/sam/1b2511b1/Recording%202024-10-25%20143224.mp4
Update scientist FSM to new system
Fix scientist spinning when coming to a stop
Fix CNewParticleEffect.AddControlPoint attachment default value
No longer produces console warnings when not given an attachment name
npc_combinecamera fires OnLostEnemy output
Remove unused stringtables
* GMod specific GModGameInfo
* Source's ServerMapCycle and InfoPanel, and their panels
Minor cleanups
Double `modelprecache` max size to 8k
Fix ControlSheet issues
Create Input.config
Fix scientist not moving (merge)
Fix compile errors from merge
Minor cleanup and code move
Use CollectionExtensions properly
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Wave intrinsics to do early out for far dof
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Front blur, tweaks
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
Fill up _renderTarget on Graphics Scope so that we can fetch the immediate color/depth textures also without a copy
Fetch depth and color directly for DoF so that we can do pixel perfect fetches, start making near dof not shit
Iterate, higher quality downsampling
Disable front blurs for now
Add internal Graphics.NativeLayerRenderTarget, This should be set on start of scope, left here for advanced usage.
Final adjustments to dof
soldier clothing
mouse on screen edges moves camera
level generation
zombie movespeed fluctuation
Added all the OnMouseX overrides from Panel to PanelComponent. Resolves Facepunch/sbox-issues#6678
- Code cleanup.
- Added metrics.
Added fake physics rope to use for towing: puts a rational bezier curve along a line renderer.
Added support for some fake wind and sway.
Update: changing starting scene to be Bootstrap when running a perf test
- Also removed direct world setup settings modification, instead pushing them to global World static params
We have to go via Bootstrap because that's what initializes global systems. Will need to massage platform-specific transition logic to account for perf testing workflow (need to support CLIENT+SERVER flow).
Tests: Test player fails because of CWD, but if I run TestPlayer manually it boots and loads to main menu, so I count it as pass-ish
Add internal Graphics.NativeLayerRenderTarget, This should be set on start of scope, left here for advanced usage.
Final adjustments to dof