256,224 Commits over 3,990 Days - 2.68cph!

2 Months Ago
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2 Months Ago
PoC spline collisions Currently just super hacky static mesh/model collision https://files.facepunch.com/lolleko/1b1711b1/sbox-dev_03QtKgtfYW.mp4
2 Months Ago
merge from main
2 Months 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
2 Months Ago
Battering ram door joint can now break When breaking, we spawn a door server gib
2 Months 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
2 Months Ago
handle non interactive command line Shader building bat files should return 1 if any errors happen
2 Months Ago
Santa jacket/trousers lods (human version)
2 Months Ago
Siege tower doors now reverse backwards if theres something in the way whilst opening
2 Months Ago
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
2 Months Ago
mutelist_expose_steamid -> main
2 Months Ago
Expose users steam ids on chat.mutelist
2 Months 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
2 Months Ago
Don't init vulkan if consoleapp
2 Months Ago
primitive -> Aux2
2 Months Ago
More building volume changes to try and allow door placement
2 Months Ago
Clean up
2 Months Ago
Update: added ability to display sub range of thread track in Bin viewer - also supports rudimentary [N] input to resolve syncpoint indices - added mark index to view as well Tests: vizualized borked editor snapshot
2 Months Ago
exported 4 reload anims for vm mini crossbow and the rig again so all 4 bolt joints are in the correct postion
2 Months Ago
Flush
2 Months Ago
More checks to prevent a user from pushing the siege tower from a higher point on the tower
2 Months Ago
Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png
2 Months Ago
Cache GameObject bounds Fix a few things inside occlusion culling render layer Wrap occlusion objects inside a record Remove more native occlusion culling stuff
2 Months Ago
Sanitise more flags
2 Months Ago
merge from main
2 Months Ago
Build shaders AFTER managed
2 Months Ago
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2 Months Ago
- Dont use Protected flag - Added up to Reserved19
2 Months Ago
Remove unused vfxcompile
2 Months Ago
Santa jacket/trousers lods (citizen version)
2 Months Ago
Another merge fix Shader bats use new exe Logs in logs folder Cleaning up Progress Shadergraph use shadercompiler Time the whole block
2 Months Ago
Update: display call depth for marks in bin viewer Makes it easier to track callstack consistency at sync points. Tests: opened borked snapshot from editor
2 Months Ago
Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file
2 Months Ago
Removed animation rigging package (added when experimenting on horses during hackweek)
2 Months Ago
Fixed siege tower wheels using incorrect material on LOD3
2 Months Ago
Lightbinner layer managed Fix ObjectHighlight.shader
2 Months Ago
-Add more profile markers to heli -Use fast broad grid check instead of precise one (heli range is 150m but cells are 32m wide, so we are not getting that much precision by using the narrow phase)
2 Months Ago
Update: reworked the bin vizualizer to have a different layout - Able to jump to sync points in the list - Able to view specific thread's stream Couldn't figure out how to do nested dynamic scrollviews, so went for a different approach. Already revealed a question mark about some names having invalid characters at the end, though doubt it's the contributing factor Tests: loaded up a borked binary snapshot, was able to inspect it
2 Months Ago
Initial Use spheres so we only have to send a single list of vec4s over Gather objects Split logic into COcclusionCullingStandard Change order, gather correctly, readback, count visible + culled objects Reject occluded objects, tweak gather & shader Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug Put debug spew behind convar, tweak shader Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks Start moving all this over to managed, we can benefit from various things here
2 Months Ago
primitive -> Aux2
2 Months Ago
Fixed using boolproperty
2 Months Ago
Hopefully that prevents all building spots on the tower
2 Months Ago
Avoid Siege Tower flag conflicts
2 Months Ago
Merge fails
2 Months Ago
Ballista constructable gibs
2 Months Ago
Added Medieval Metal Double Door Models
2 Months Ago
Add smoothstep reverse fresnel opacity option
2 Months Ago
Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants
2 Months Ago
Arena 5 WIP
2 Months Ago
merge from primitive