253,104 Commits over 3,990 Days - 2.64cph!
Re-organized blocks into folders and use smart folders for TPS files
Timescale particles before capture instead of awaiting
html/css name fixes
TrailPass models
Dummy trail pass with some items
Show checkmark for items already unlocked
Temporary ScenePanel for part thumbnails
Fix crash in fast texture tool, RenderThumbnailForAsset doesn't seem to like large sizes, just half it when over 2048
Added ChunkViewer.IsCurrentChunkReady and use that to determine if a player can move.
Prioritize chunks to full update if they have a player in them
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Some refactoring. Break out of any UpdateFaceVertices loops if the current game is no longer valid.
Refactor how mixed baked lights are calculated to later support multiple lights at once
Removed unused lightbinner that was mostly just duplicated code
Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup
Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once
Up our shader ABI, document changes, and rename elements of that enum to better clarify
Make lighting data structure from shader match what's on cpu side
Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows
Pass number of mixed cascades to shader
Naive shadow atlas downsampling test
Consider mixed light shadows for atlas downsampler too
Add cvar to maximum mixed light shadows, make a lot of this clientside
Add option to render mixed shadows only on viewmodels
Fix self shadowing on dynamic objects with mixed shadows
Add helper method to get the wanted shadow sampler given the context, clean up code
Pass viewmodel shadow sampler on the shader side
Viewmodel shadows on mixed shadows 🙏
Cleanup lightcomponent, reenable shadow fading
Remove unnecessary debug pragmas
Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them
Update core shaders for light rework
Update base addon-level shaders with the light rework changes
https://i.imgur.com/cSffiRg.jpeg
Merge pull request #177 from Facepunch/light-rework-rebase
Light rework
Update core shaders for light rework
Update base addon-level shaders with the light rework changes
https://i.imgur.com/cSffiRg.jpeg
Added BlockType.ShouldCullFace. Water blocks cull faces if they have an adjacent water block.
UnlockEntry -> TrailpassItemIcon
Don't tilt on extreme slopes, just slide/roll
Map Problems detects missing entity classes
Average the bump anim velocity values a little - compare the two most recent with the previous two
Added BlockType.IsLiquid. Added swimming support.
Convert "Check for map problems" dialog to a dock widget
It is also now less crash prone.
https://files.facepunch.com/rubat/1b1511b1/o1yfvnAXGW.png
Automatically destroy / create weapons when a weapon item is given or taken from the hotbar inventory
Increase the projectile life time for the test explosive weapon
Add custom FlyController that uses MoveHelper. Have suitable spawn positions use the center of the voxel.
Velocity cap when starting a new run
Copied over some placeholder models and effects from Hover. Copied over weapon base from Hover. Implemented AmmoItem type. Implemented WeaponItem type.
Hide button
Rename to trail pass
Style adjustments
Fixed post process errors
Fix GrabFrameBuffer sometimes not working in tools mode
Footstep placement bug fix.
Failing to save jpeg screenshots/posters actually says that it failed in console
merge from server_browser_tag_filter
Rework of wooden gaps now playable
Removed Render.BlendMode etc, added combos to UI shaders for blending
Update to use Entity.FindInBox. Update to use SceneObject.Attributes. Update to use Global.PhysicsWorld.WorldBody (doesn't exist yet.)
Added admin-only respawn_entities console command
Also removed debug_write which seems useless
Removed the original respawn_entities console command
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr
Added EntityManager.CleanUpMap( filter )
Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup]
Added EntityManager.DefaultCleanupFilter
Rename m_SboxCleanupFilterCallback
Remove duplicate code
Merge pull request #173 from Facepunch/map-cleanup
Map cleanup functionality
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tweak wheely bin collision/prefab
Move SetLighting to engine as SetupLighting, allow other RenderAttributes to be filled
ManagedSceneObject, ManagedRenderPipeline to engine, cleaned up post processing, moved standard post processing to addon base
Updated wooden gaps + skybox + sound
Wheely bin polish
Improved collision accuracy on wheely bin
Reduced symmetry 'rorsaching' along seams, less noisy textures
Dirt pass inside
Reduced textures to correct texel ratio
Expirable SyncContext refactor
* Rename MainThreadContext to ExpirableSynchronizationContext
* ExpirableSynchronizationContext supports having multiple live instances on different threads
* Added SyncContext static class to handle resetting on session end
* MainThreadContext.Instance is now SyncContext.MainThread etc
More control over addon tasks running on worker threads
* Added an ExpirableSynchronizationContext for worker tasks
* WorkerThread.Start() spawns a bunch of long running tasks to process addon tasks off the main thread
* WorkerThread.Stop() causes those worker tasks to exit, can be restarted later
* Stop worker threads during hotload
* Fixed case where addon tasks that refuse to cancel could keep running forever on a worker thread
Clothing Layer guides WIP
combat state design files, pet command list update.
Update uf_wooden_gaps.vmap