252,913 Commits over 3,990 Days - 2.64cph!
Added depth checks when writing to the Additional Flags buffer in the GBuffer pass
Update: ServerDemoPlayer - automatically validate the demo offsets if debug.json is available
Tests: Recorded a single player session on craggy - no reported errors.
adobe wall and gate bug fixes. frontier wall and gate gibs and lods.
Restrict shotgun ammo types
Restrict SAM ammo
T2 Techtree progression
Compute Shader Skinning (#1786)
Calculate skinning in compute shader instead of vertex shader
Only find this attribute if we need it
SyncFlags.Interpolate, support for float, Vector3, Angles, Rotation, Transform (with internal interface right now)
further ragdoll tweaks
- larger colliders
- more aggressive ragdolling end thresholds
- don't apply as much velocity when starting ragdoll from the initial pose
Update: FullServerDemos - add basic debug json packet logging
I confirmed that my packet reconstruction goes wrong at some point, so now need this to help track down what logic is borked.
Tests: recorded a short demo on craggy - got a valid debug json
Swapped beehive prefab over to using new blockout
Fix blur/sharpen thinking the edge of the bitmap is the end
Control widget tweaks
T1 Tech tree, relatively unchanged
Tweaked siege weapon constructables deploy volumes
Siege Weapons weaker to fire type damage
Siege vehicles crafting cost basic pass
Metal Facemask and chest prim locked
exported tiger prowl low/idle anims
Remove unused tiger state, and fix NRE when no corpse is assigned (tiger will just disappear on death until we make a corpse for it)
Added GetRedirectHealthInfo in BaseCombatEntity, allows us to show another BaseCombatEntity health when being looked at
BallistaGun shows the health of the vehicle
Horse temp ragdoll shows the health of the horse
merge from med ak skin branch
Add counter to blackboard
When the tiger is sneaking, it will flee if aimed at from far enough, but charge if it's close
Merge from train_tunnel_altitude_2
Added ApplyEnvironmentVolumeChecks to SpawnHandler
Added EnvironmentVolumeCheck component to divesites
don't let ragdoll test convar try and ragdoll a client entity
Updated mounted ballista and ballista name and shortname
Manifest
merge from primitive/deployable_ballista
Added ArgEx.GetPlayerArgs extension method which treats every parameter after given index as a player and returns a list of the players.
Add authradius_multi and deauthradius_multi commands to work on a list of players. Uses issuing players position for radius location.
Adding them as additional commands to preserve the single user version and their behaviour where the target's player position is used instead.
Don't accept "game" command while Application.IsEditor
Don't accept "game" command while Application.IsEditor
Bitmap supports psd loading
Fix a bunch of bitmap filters
Add Margin.IsNearlyZero
Updated knight armour set icons after texture changes
Reduced the temp ragdolling maximum time
stop trying to kill ragdoll twice
don't show health info on temp horse ragdoll
MeshTools: Refresh Pivot after undo/redo
Rename to be more inline with other scopes (e.g. Gizmo.Scope)
Less verbose flag name
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Less verbose UndoScope initialization & capture selections by default.
Make foliage instancing much more stable/accurate, better seed and random calculations, made the noise texture match the CPU noise much more closely in distribution, add debug option to force CPU and GPU maps to sync, apply random scale to instances, and change foliage count calculation to adjust for probability.
Precompute vertex layout offsets and bits in rendermesh instead of doing it every compute dispatch, as valve comments suggest
Add TextureGenerator boilerplate
TextureControlWidget poc
Fix NRE in SpriteRenderer when texture is null
TextureControlWidget creates a child ResourceControlWidget instead of trying to be one
Draw texture preview
Standardize internal way to async replace placeholder textures
Add Sandbox.Utility.ForAsync
TextureGenerators are async
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup
Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits
Add TextureEditorPopup
Clean up TextureControlWidget
Add Color.Rgba16 (half based color)
Add Bitmap class
More bitmap stuff
Bitmap draw and bitmap pen
Bitmap drawing fixes
Bitmap clone, IDisposable, IValid
Wrap IResourceCompilerContext
Find "$compiler" in resource json and launch compiler
Add more ResourceCompiler functionality
Managed can override compiling of any resource
Add Texture.GetBitmap
Simple texture compiling from managed
Add Bitmap.ToFormat( ImageFormat format )
Add TextureBuilder.WithMips() - auto mip count
Bitmap.ToTexture supports mipmaps
ResourceCompiler.Compile is async (but we have to run it syncronously)
ResourceCompiler,. ResourceCompilerContext are in Engine
Add transient filesystem
Add Texture.IsError
Compile embedded textures to transient folder
Double height texturcontrolwidget
Remove debug
Add Bitmap.DrawText
Clean up
Lock FontManager cache when accessing
Refactor
Generated resources get weak cached in memory for re-use
Cleanup floatbitmap, add LoadFromInMemoryTGA
Load Bitmap.CreateFromBytes supports tga
Better tooltips on TextureControlWidget
Don't support mipmaps if npot (until we figure out how/why)
Create Bitmap.Filters.cs