254,761 Commits over 3,990 Days - 2.66cph!
ShaderGraph result node only shows the inputs that are actually used for the current Shading Model/Domain
https://files.facepunch.com/CarsonKompon/2025/February/10_11-10-LightskyblueRabbit.mp4
Fix DOF erroring on non-msaa
vfx_vulkan: SV_ViewID is a built in semantic
Update CSceneSystem::SubmitDisplayListsForView removing multi-submit VR junk
vulkan: unfuck image views for cube textures
Shaders compile for shader model 6.1
blackboard update
made it paintable and deployable
More containers.
Manifest.
Update undo code to use the new undo system
Don't throw an error when creating first layer from the TilesetTool UI
Add [JsonIgnore] to anything that would cause recursion during serialization in EditorTool
basic pumping and setting correct ikset for each mount point
handcar seat setup with some hand ik targets
manifest
Added function to get the best storage area for a given item, based on size and remaining space.
Try storage areas in a random order.
Added function to get the available remaining storage volume of a storage area.
No longer over-fill storage areas.
Attempt to place loot in descending size order.
Function to order loot by size.
Added and assigned what icon
Functions to calculate the total storage volume available, and the total storage volume required for a list of loot
- Icon
- More deployable changes
- Skewed out on an single axis
launch site factory trees set dressing
Linux/Mac: Remove hardcoded directories. For Mac, we'll run a .sh to set DYLD_LIBRARY_PATH since we can't do it on the application itself (WTF AAPL)
Wow, it works
-Fixed orientation issues
Label Linux CI test properly without ambiguity
Create pull-linux-test.yml
merge from ballista_fixes
merge from shield_fractional_fix
merge from fix_tech_tree_total_cost
Initial attempt at a Drawbridge:
- Use Siege Tower Drawbridge 1
- Allow placement in a door frame
- Adjust protection volume
- Use door guide mesh
Added parameter field in TestResultEntry
Fixed empty testrunner run command erroring
Linux: Add Steam APIs, use SteamNetworkingSockets for Linux, same functionality as GameNetworkingSockets
Explicitly delete copy constructors for thread tools and lean vectors, certain GCC versions are bitching about this?
vending_stats_fixes_3 -> main
Fix wildly inflated vending stats sold amounts
small vehicle editor fix to not spam assert errors when no mount points are set
setup basic handcar prefab, able to move on track by just setting a force override convar at the moment
manifest gen + codegen
blackboard model
materials and textures
Export test results in the server directory
Improve delta snapshot system by dynamically increasing and reducing stored sent snapshot cluster size to ensure we give ample time for an ack - these could get lost of we send a lot of clusters per second. Another improvement is to predict last receive snapshot data and assume they will go through, optimizing by not sending the same value 50 times a second - if not ACK'd in time, we'll clear the prediction and send again. I'm seeing good results on TTT where the host goes from sending 1mb/s to ~18-30kb/s with one connected client in some cases.
Add SteamEnums.RecvMaxMessageSize and SteamEnums.RecvBufferMessages. Set these values in bootstrap to higher values.
Added cancel command, to cancel the current test run
Update: Impllement GamePhysics.HandleIgnoreCollisions as a batch
- extended TerrainCollision to support batching
- extended WaterColllision to support batching
There's still more improvements that can be done (translating into burst jobs and better job-graph building), but currently the goal is to translate more of code into batch form away from singular.
Tests: none, it's not hooked up yet - will explore writing unit tests next-ish
Split server and client tests correctly into different folders
Compile fixes
Generate json results after each test run
Cleanup
moved handcar under trains folder
reverting scene changes from merge that look unintentional
merge from horse2_fixes/handling
Scene system listeners I'll need later
Clean up old dead code
Collect and pass around SceneLightObjects instead of the LightDesc ptr
Managed shadow mapper, entry point from lightbinner, creates and renders shadow frustums
Set gpu light data from c#, pass shadowmap bindless texture id, use it from lighting shaders
Visualize depth uses screen space coords
vfx_vulkan: SV_ViewID is a built in semantic
fucking with VK_KHR_multiview and cubemap render targets
Don't return a new list each light gather, reuse the already allocated memory
Unused SceneView methods
Remove ISceneView::AddSceneObjectToRenderList
ISceneView::GetWorldToRender & related return ISceneWorld not CSceneWorld
Add CommandList.Set( StringToken, Texture )
Dispose of AssetPreviews after we've rendered their thumbnail. PreviewScene.Dispose destroys it's Scene
Network options on a GameObject where the GameObject is a prefab instance will only be serialized if the values differ from the prefabs. When loading a prefab instance as a GameObject from a Hammer scene, find the correct network mode. This fixes an issue where if a prefab is added via Hammer, but later the prefab's network mode or something changes, the new default wouldn't be used when loading the map. It'll still use the one the map was serialized with.
Adding procedural option using render primitives indexed indirect for grass blades with calculated vert positions
Leaderboard backup, run #
17501
First pass piping update data (similar to IO tool)
Created farming inventory loadout
Chickens can eat and drink