256,243 Commits over 4,018 Days - 2.66cph!
Extended the locomotive coupling points a little further out from the main model
Backup 2022/07/27 03:50:00 UTC
If we collide with a static, make sure we use that as the hit surface so volume is lower
Do not allow dropping content into items that are inside locked containers (e.g. adding water to a water jug inside a locked container).
Fixed NRE in StopSounds if wagon was destroyed while unloading
Only call VPhysicsCollision once, in C# we play sounds for both surfaces
Remove VPhysicsCollision for CWorld so it uses base VPhysicsCollision
Don't play hit surface impact sound 20 units down, assuming this was a test that was never removed
Update the loot crates when the loot wagon is unloaded, to not say the bit about taking it to trainyard
WIP connection point details on the nexus map
Fix look rotation is zero messages more
Fix ferry only wanting to travel to full servers
Remove surface property editor, we don't use this tool anymore
Remove break sounds from physics game system, nothing calls this on the native side and we should be doing break sounds on the managed side anyway
Don't show Open interaction from the wagons anymore once they're empty
Remove native info_particle_system - we have this in C#
Don't set gamemode convar on launcher's SetActiveConfig
Prefab to make lines that connect between each slot
Only bring over data seed in Development
Changed some locomotive and workcart cabin lights to be based off whether the engine is on, instead of the headlights state
Hooked locomotive cabin lights up to headlights as well
Enabled GPU instancing on light mats, set up locomotive instrument panel emissive to turn on/off with headlights
Increased maximum length of replicated string variables to 1024 characters, will allow 4x as many server assigned radio stations
Increased size of radio station picker UI
Development environment switch for web (#1)
* Endpoint configuration
* Don't generate these keys for these, we set them explicitly
* Consider fk constraints to allow new schema creation
* Refresh blob upload endpoint
* Live/dev switch + fixes to accommodate new db creation
* Don't need this anymore
* Cleanup
* Preset configs are fields instead of getters
* Update dev config
* No more need to manually set dev environment
* Don't need this log in dev env
* Simple data seed for new local dbs
* Select the right local db when seeding
* Dev environment utility page
* StringPool data seed
* Select Unknown when inserting score for non per map ranks
EF Core breaks with FK relationships id as 0.. for new dbs auto increment from 1, and explicitly grab the string we want here
* Add leaderboard game with ranks to data seed
* Update data seed
* Blobs upload to a subdir in dev env
* Update config
* Fix compile error
* Simplify the development environment check
* Cleanup, safety check
* Fix error on data seed
* Fix data seed error
* Bit of cleanup
* Add back development top bar
* Temporary caution
Should fix exception when saving score
Ignore trying to update a closed session
Fix asset list with negative skip/take
Added simple search
Merge branch 'master' into dev-env
Add back development top bar
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Fix error on data seed
Fix data seed error
Bit of cleanup
basic setup for flash effect
Make compile errors from publishing report to error list, catch this and report it properly on the publish window. Also make tool addons report to error list properly.
Merge from modding_prefabs
Unloadable start/end sounds
Fuel wagon hatch sounds
Fixed NRE on OrePalneRenderers
Re-enable TargetEntity in Feedback reports
Set up the updated ore hopper FX
hooked up flashbang effects/sound
Correct box hit algorithm for tiled light builder
Initial work for tiled light sorter
Remove constant buffer transform code
Fire tiledlightbuilder compute shader on views
Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms
Evaluate cubemaps and lights on compute shader
Allow for struct types in generic buffers in VFX
Properly index lighting and envmap info on tiled light buffer
https://i.imgur.com/5141J1x.png
Revert "Fix normals for valve standard shading"
This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
Tiled lighting for envmaps and lighting on standard shading model 🏃♂️💨
Use 128 lights for clustered instead of 256
Double the perfomance of tiled light build job
Pass radius of light to shader so we dont need a sqrt operation on culling
Sample shader to visualize tiled rendering
Revert "Pass radius of light to shader so we dont need a sqrt operation on culling"
This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525.
Fix driver crash on Nvidia
Fix 'LightSim_MaterialTint has inconsistent value' warning
Put tiled code on vr_lighting
Much simplify sphere and box intersection tests, add bounding area for nearby tiles
Tiled rendering for valve standard shading
tiled rendering for envmaps on valve standard shading
Include prerelease versions of Visual Studio when looking with vswhere
Fixes Facepunch/sbox-issues#2058
Accidentally removed 1 line too many, fixes non-tools not opening
Flashbang boom draft/placeholder
flashbang logic and line of sight checks
reduce flash effect if air bursted
reduce flash by 75% when looking away
Backup 2022/07/26 21:50:00 UTC
Increase collision boxes on ammo making easier to pickup
Temp working files backup
Remove some obvious dead code and unused stuff from gameinfo.gi, update the DeveloperHelpURL to the wiki
Get rid of -toolsonly, didn't launch anything and our tools are so integrated with the editor it doesn't make sense
Remove GameUI interface
Cleanup native tools menu bars to match our C# editor, I'd do this entirely in C# but we don't have interop on every tool
Delete complicated / hacky pane modes from Hammer map views ( Game, Asset Browser, Object Properties, Entity IO )
Create a dock widget below the Hammer viewport for the asset browser
Create the new C# asset browser in Hammer, quite a few things work already with no effort :o
Reimplement the Hammer pane embedded asset browser as a dock widget, tabify it at the bottom alongside our new C# one, always show the legacy first (for now). And in general tidy up / simplify the implementation of this
Add these asset browser dock widgets to the View->Toolbars menu
Need to setObjectName on these so they saveState properly
Remove QHeaderView from asset browser grid layout, not useful takes up a shit load of space
Legacy asset browser icon sizes match our new asset browser icon sizes, makes the medium icons actually usable in embedded browsers
Don't bother showing the new asset browser at all in Hammer, have it opt in from View -> Toolbars so we can get some proper feedback on it
Asset browser dock widgets collapse properly on ToggleAssetBrowserDockWidget command
Add ToggleAssetBrowserDockWidget command to Hammer that does exactly that, default key bind Alt + A
Cleanup HammerAssetBrowser class location, move OnAssetHighlight / OnAssetSelected that inspect / open in editor to MainAssetBrowser
Setup default locations for Hammer dock widgets a bit better, open selection sets by default but tab them next to the Outliner since you're going to be using one or the other and not both.
Give asset browser dock widget a sane default size
Default Hammer map view port to single 3d pane since thats what 90% of people use all the time