243,943 Commits over 3,898 Days - 2.61cph!

5 Days Ago
Fix Remove Component not being included in the Undo Stack
5 Days Ago
Scene Hierarchy: hide children in flat search view Scene Hierarchy: skip root, objects with hidden flag Scene Hierarchy: hide clear search button when there's no value, styling tweaks
5 Days Ago
Fixed a typo in a comment in net.lua (#2146)
5 Days Ago
-Siege tower door shelter style setup -Siege tower doors forward all damage to siege tower and vice versa -Setup new system to grab all the doors at once -System to prevent recursive damage
5 Days Ago
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5 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler VrMonitor goes long unused since we removed SceneMonitor & VR Multiview Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao AO on lighting pass GTAO stub, remove sdf.hlsl (until we meet again 🫡 ) Iterate gtao Iterate GTAO Iterate GTAO Calculate gtao depth and normals properly, use inverted depth for gtao Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats Remove old SDF functions entirely (byebye) Iterate GTAO, works almost perfectly ingame, add noise function to it Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer Update texture formats and remove unused code Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation Proper TAA, option for spartial or temporal blur SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness Add generic TAA filter to Motion.hlsl Sensible defaults and final tweaks Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders
5 Days Ago
Siege tower doors can no longer be removed or opened by NPCs
5 Days Ago
Fixed broken LOD on arctic variant of one of the medium rock formations Added checks to small rock formations to prevent them from spawning on roads
5 Days Ago
If taken longer than a few seconds to raise the siege tower then gve up
5 Days Ago
sks and t1 smg - 3p mag dropping now working
5 Days Ago
Adjusted raise command Prefab Adjustments Removal of logs New approach to raising
5 Days Ago
Battering ram can't damage building blocks above the stone grade
5 Days Ago
Tests for branching variable assignment Handle branching variable assignment in switch case Support BuildExpression result type of void rather than Task
5 Days Ago
5 Days Ago
refinery updates muzzle flash updates + meta files
5 Days Ago
merge from main
5 Days Ago
Prop Testing Updates
5 Days Ago
Scene hierarchy search searches whole scene, rather than just filtering visible nodes Scene Hierarchy: explicit t: token for searching by component type Scene Hierarchy: tag: token to filter by GameObject tags
5 Days Ago
hooked up view model anims for the 2 wooden shields and edited admire transitions on their animators
5 Days Ago
Add Component.ITemporaryEffect, add it to particleeffect, particleemitter, soundpoint make RenderOptions.Apply public
5 Days Ago
Asset browser: double clicking a folder in the left pane expands it + highlight current folder in sidebar Asset browser: Re-build sidebar locations when we make a new folder Asset browser: can highlight scene file by right clicking the tab https://files.facepunch.com/alexguthrie/1b0411b1/sbox-dev_glaXsIVvIP.mp4
5 Days Ago
StatusText -> StatusTip
5 Days Ago
Hammer can paste gameobjects copied from scene editor Resolves Facepunch/sbox-issues#6762
5 Days Ago
Playground update
5 Days Ago
Switch to interaction
5 Days Ago
Codegen, not trusting the auto merge
5 Days Ago
Set all siege weapon items to the weapon category Reduced stack size to 1
5 Days Ago
Fixed catapult NRE when loading in incendiary ammo
5 Days Ago
Copying, shift transforms & undoing all work on hammer game objects. Only had to change all the callbacks to a new system again
5 Days Ago
subtracting 106755 - broken prefab
6 Days Ago
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6 Days Ago
merge from siege_weapons
6 Days Ago
Clothing ui adjustment + camera
6 Days Ago
cleanup
6 Days Ago
introduced manager class that allows marching cubes to be enqueued and then processed in parallel (only iterating and processing thoses that have requested it) - parallelises the marching between systems - parallelises the physics mesh baking across job threads as well
6 Days Ago
Call PlayerDresser when removing clothing of the same type
6 Days Ago
Flag scene unsaved changes in a better place, fixes not being flagged in some cases, Facepunch/sbox-issues#6799 Consistently style scene tab titles in titlecase
6 Days Ago
Bugfix: various ServerProfiler fixes and improvements - Account that native strings are not null terminated when doing unmanaged string comparison - Filter out native profiler funcs from annotation - Unregister profiler callbacks when stopping play in editor (this would cause mono crash on repeat plays due to GCed callbacks) - Reduce scope of unsafe keyword (as some funcs are safe) - Replace test-run annotation with fully enabled one - Hook in on frame end to count frames Tests: Started, stopped and started the game in the editor. Wrote some simple test code to validate StrEq. Validated in logs that native serverprofiler functionality is ignored.
6 Days Ago
Added a bunch of clothing helper functions and automatically load equipped clothing on start Added `unlock_clothing` command Can now unequip clothing from the clothing menu. Hooked up IsEquipped indicator
6 Days Ago
Weapon wip Reduce player slide down slopes Ue ITemporaryEffect Multiplayer fixes
6 Days Ago
Improve Bootstrap::Init error output to show diagnostic errors if they exist - we get a lot of users asking about this, and the original exception is not very useful https://files.facepunch.com/tony/1b0411b1/sbox-dev_GUQ7oMB8Eh.png
6 Days Ago
Fixedupdate on fluid simulation, smoke
6 Days Ago
Don't display Layers in the TilesetComponent, only in the TilesetTool so it's less confusing (hopefully) Don't display Surface Properties in Tileset Tool Refactor TilesetComponent so the Collider is a separate hidden component used invisibly. Moved TilesetComponent Collision variables into their own feature tab which can be removed Fixed "Set as Collision Layer" not instantly rebuilding Collisions Don't show Collision Variables in the TilesetToolInspector
6 Days Ago
trying glass decal as masked, with front culling to soften the look
6 Days Ago
Clothing Wip
6 Days Ago
merge from main
6 Days Ago
Fixed smg showing shell in the magazine too early in the animation
6 Days Ago
Fixed error on cable UVs
6 Days Ago
Desaturated catapult hook albedo
6 Days Ago
Polish to battering ram. Added decal components to entity.