240,906 Commits over 3,867 Days - 2.60cph!

Today
Clean: forgot to save an extra comment Tests: none, trivial change
Today
Update: replacing cell budget with a time-per-player budget - Setting this budget to 10micros initially This budget doesn't evaluate every cell, but rather groupings of cells. I'll re-evaluate this once I get to testing big procedural worlds. Tests: Confirmed entire Craggy grid gets streamed to the player
Today
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Today
Update: added a runtime switch to disable tree batch streaming - Enabled by default Tests: booted with it being both turned on and off
Today
Merge: from main Tests: none
Today
Don't do OnDisabled(); OnEnabled() on Skybox2D dirty but clean up probe cleanly if needed
Leaderboard backup, run #14477
Today
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
Today
Fixed some placeholder stuff for gesture slots that are empty
Today
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
Today
Typo
Today
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Today
Scaling should not be applied to NormalToLocal and NormalToWorld but happy to be proven wrong
Today
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Today
Fixed transformation order for PointToLocal and PointToWorld, add some tests to make sure they match ToLocal and ToWorld
Today
Merge from main
Yesterday
Revert WaterSystem.cs to the version from main, should make merges easier. Looks like it was missing a bunch of stuff due to various botched merges over the years
Yesterday
Added demo.saveShotFolderAsAnim, saves all shots of the current demo as anim files
Yesterday
Fixed large stables vendor getting killed on server restart
Leaderboard backup, run #14470
Yesterday
Test tl, tr, bl and br corners instead of updownleftright for cone frustum culling
Yesterday
merge from main
Yesterday
Tiled Frustum Culling (#1669)
Yesterday
SkyBox2D Indirect Lighting ( Reflections/IBL ) can be toggled, hammer maps don't expect skyboxes to be used for lighting since it has vrad
Yesterday
Be more conservative by testing 4 points of cone base rather than a sphere shape
Yesterday
Tiled Frustums Start moving tiled_light_culling to use frusta Iterate frustum tiled culling Near/far tiled frustum planes Very simple ConeIntersect and AABBIntersect Cubemap frustum cullinng Show cubemap complexity on tiled debug vis as well https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums https://imgur.com/a/tybd5Dv Fix ortho projection for CalculateScreenTiles fix DepthMinMax on ortho projections, fixes tiled lights on ortho projections https://files.facepunch.com/sampavlovic/1b3011b1/ZiyxdtwHc1.png Delete tiled_frustums_cs, main shader does everything, we recalculate it every frame anyway since we also match the depth chain for the far plane, can store it later again from it if we need it for anything Transform plane directly to local instead of using inverse matrix Light.GetInvertedRadius() not used anywhere, let's make it Light.GetRadius() Push radius changes to lightbinner.hlsl Fix frustum calculation so it wouldnt mess up with low farz, fix FetchDepthMinMax Using invprojrow3 to linearize depth feels a bit incorrect specially when moving far-z use correct algorithm, can be accelerated later Depth Near-Far was inverted on tiled_culling, perfect for both near/far planes now Allow using conservative near-z culling with D_CONSERVATIVE_CULLING and remove elegibility of D_DEPTH_PREPASS, we always have it https://i.imgur.com/9UlrmTc.png https://i.imgur.com/joEz72S.png
Yesterday
Allow using conservative near-z culling with D_CONSERVATIVE_CULLING and remove elegibility of D_DEPTH_PREPASS, we always have it https://i.imgur.com/9UlrmTc.png https://i.imgur.com/joEz72S.png
Yesterday
Using invprojrow3 to linearize depth feels a bit incorrect specially when moving far-z use correct algorithm, can be accelerated later Depth Near-Far was inverted on tiled_culling, perfect for both near/far planes now
Yesterday
Fix frustum calculation so it wouldnt mess up with low farz, fix FetchDepthMinMax
Yesterday
Push radius changes to lightbinner.hlsl
Yesterday
Light.GetInvertedRadius() not used anywhere, let's make it Light.GetRadius()
Yesterday
Humans: hook up an extremely basic animgraph so the model stops exploding if you try to use it
Yesterday
Human: normalize movement animation root speed to 80 u/s across animations + lower new constraint weights slightly
Yesterday
Humans: improved existing movement animations
Yesterday
merge from main
Yesterday
Improve scientist cover generation Cleanup navmesh inside edges before generation Make sure points are on navmesh Reduce cover density by merging nearby covers with similar angles
Yesterday
merge from main
Yesterday
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Yesterday
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Leaderboard backup, run #14452
Yesterday
Fix LaunchArguments.Map not working
2 Days Ago
Serialize animation parameters if they're changed in editor https://files.facepunch.com/layla/1b0611b1/sbox-dev_paNSU6QjyT.mp4 Run animation for skinned model renderer in editor if it has any stored parameters because we want to see them Signal values changed for float slider, OnChildValuesChanged wasn't called when moving slider
2 Days Ago
v_spaghellim4: make the initial arc of the deploy animation nicer
2 Days Ago
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Apply distance checks to individual covers instead of cover groups
2 Days Ago
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Rebuild colliders immediately instead of next update Fix NRE setting null surface on physics body or shape, should just set to default surface internally
3 Days Ago
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3 Days Ago
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