255,105 Commits over 3,990 Days - 2.66cph!
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Don't try to auto-switch hosts if LobbyConfig.DestroyWhenHostLeaves is true. If that's true, we should only ever have the same host..
Fixed cata incen using the wrong splash fx.
Ram window reflection tweak.
Wrap scoped undos in a nicer API
Still need to rewrite existing usages
med assault rifle world model and lods
will need some some refinements but good enough for now
recompiled trimsheet blendable materials + added toolchest assets
https://files.facepunch.com/jason/1b1811b1/sbox-dev_UYZVm5kUXh.png
Fixed basket ammo models prefabs
Show killed by catapult when dying from a catapult
Improved catapulted player ragdoll physics, randomized spins
Added blunt radial damage on corpse impact (just in case you land on a player by chance)
Added sounds
Updated horse phrases
Added setforsale command
Hidden old unused saddle
Fix TypeLibrary.Current not working
Materials store the shader version they were compiled against, added Source( ShaderVersion ) for shaders to query what the current material was compiled against for backwards compatability
Blendable: Use hemi octahedron encoded normals same as complex for better quality, remove a redundant texture lookup per layer, remove the 5th unused blend layer because wtf
https://files.facepunch.com/matt/1b1811b1/mspaint_qIv6MYpn8Y.png
Delete ResourceConverterFactory, ResourceJsonConvert
safe to pick to main
Add TypeLibrary.Current
Add TextureGenerator boilerplate
Fixed new horses not claimable at ranches
Incentivize peeking when hearing sound ahead, clean up unused states, fix compile error from merge
Catapult ammo world model prefabs
Leaderboard backup, run #
16949
lots of siege weapn sounds (few things still WIP)
Headlight mats enabled+disabled.
Same fire effect rotation fix for battering ram and ballista
Tuned screenshake on fire.
Boulder impact matches target normal.
Remove C++ side of Dynamic Reflections, this is becoming a component like SSAO & going to use DepthNormals
Remove FramebufferScratchTexture, it was used to fetch a rendertarget over multiple frames easily and only meant to be used on dynamic reflections in native side, our C# RenderTarget is equivalent to it
Moved to the correct folder.
Catapult fire effect rotation fix
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set
Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional
Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS
Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold
GTAO uses Normals::Sample() instead of recalculating normals from depth
https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold
GTAO uses Normals::Sample() instead of recalculating normals from depth
https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
In water effects and head motion
Skidding effects
Tweak to make transition between basket mesh into projectile state more seamless.
- Setup new full reload 3p animation
- Ensure straight transition from fire to idle state 3p
Minor entity value changes
- Try a cheaty approach with rotation code in the viewmodel
- Setup a reload end duration to prevent spam right at the end
Catapult server projectiles radius set to 0
Increased catapult admin command radius to 100
Added catapult.fire command
Update rat death prefab to use new version of impactfleshmist
Fixed catapult admin reload not updating the animation
Re-saved out impact.flesh.mist to fix up refs
Horse swimming animations, effects and audio
merge from lunar_new_year_2025 branch - snake mask files and icon
Ensure idle animation is set to loop time
- Custom delta time to improve code animation smoothness
- Override reload fraction to .95 instead of .90
- Reload fraction server time changes