253,031 Commits over 3,990 Days - 2.64cph!
Fixed swapping seats blocking the horse
Passenger can't send local input to the horse
Fixed door skins skin ids
Add menu item for "Update Game Manifest (optimized)" to allow you to use the faster generate manifest optimization in the editor (instead of only on the build server)
merge from primitive -> primitive_gm
Distortion voodoo to fake the rammed wall shaking on impact.
Merge from industriallights_skins
merge from primitive_gm -> primitive
Don't show train tunnel markers inside monuments on the map when underground tunnels is disabled (since they are blocked off with debris)
Some tests on changing the catapult boulder for a scatter shot
Change reward of shark hunt mission (since it gives out jackhammer but those are loot only now)
- 1 icepick + 3 med syringe instead
Change reward of "free crates" diving mission in primitive era
- used to be pump shotgun, but that's restricted now
- instead give 1 combat knife, 1 small backpack, 1 compound bow + 32 arrows
Add support for missions to return different rewards in each era
Update light skin ids so they don't conflict with primitive
Remove baked lighting ToolsVis, they're nigh useless for us now, the one we actually use is a near duplicate of Diffuse toolsvis
Remove all references to lightmapping combos, they're still available on vertex shader for lightmapping uv input though, PS stubs it out on specialization
Start bindless lightmaps & light probe volume
Bindless Lightmaps use cbuffer directly for indices instead of setting texture parameters, lightmapping conditionals use constants instead of combos now
Bindless Light Probe Volumes
Actually bind bindless lightmaps
Final adjustments, vertex shaders still use lightmapping combo, take out rest of lightingTerms.vDBG_BakedLighting
Spritecard tries to sample lightmaps from vertex shader which isnt what we want, remove dynamic combo rules for lightmaps
Bakeresourcehelper which is used on tools has duplicated LPV constants code, make it use same path that's used for bindless
Remove BATCH_FLAGS_HAS_BAKED_LIGHTING_FROM_VERTEX_STREAM ( unused ) and BATCH_FLAGS_CONTROLLING_COMBO_CHANGES (bullshit now)
Mark bindless lightmaps and LPVs as used, might not be needed but making sure
Update shaders with bindless lightmaps
Double Clicking a Subgraph Node instantly opens the Subgraph
Implemented the file history forward and back buttons when navigating through multiple ShaderGraphs in the same window
https://files.facepunch.com/CarsonKompon/2025/January/21_18-29-MidnightblueSandbarshark.mp4
Added a dedicated TerrainCollisionProxy collider for the horses
Remove BATCH_FLAGS_HAS_BAKED_LIGHTING_FROM_VERTEX_STREAM ( unused ) and BATCH_FLAGS_CONTROLLING_COMBO_CHANGES (bullshit now)
Mark bindless lightmaps and LPVs as used, might not be needed but making sure
Enable vulkan 1.2 features (scalarBlockLayout, bda, descriptor indexing, etc.) instead of using all the extensions
Revert "Catch null typedescriptor when cloning"
This reverts commit 04c9f070c908428fd86eea9cbe8355e15aa069c5.
Revert "Reduce JSON usage in GameObject.Clone (#1781)"
This reverts commit 3975bc70bb23755766f1767725aab376864a5260.
Removed custom rotation pivot on the snake mask, re-enabled the 3d view in the store
Fixed horses standing on trough in ranches
S2P both ranches
Bakeresourcehelper which is used on tools has duplicated LPV constants code, make it use same path that's used for bindless
Make sure to include any passenger when ragdolling the horse driver
Fixed horse double saddle culling
Closed battering ram cockpit door
Scaled up the wheel a lil bit and added suspension
Fixed battering ram not using its VehicleChassisVisuals
Updated BatteringRamVisuals to move the axles
Cleaned up BaseSiegeWeaponVisuals
Subgraph "Add To Node Library" adds the subgraph to the Create Node menu so they can be easily accessed.
https://files.facepunch.com/CarsonKompon/2025/January/21_16-51-HardVampirebat.mp4
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
Add GameSettingsEntry.Default since we'll want to give the controls default values
Implement GameSettingsModal
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
Add Reset to Default button in GameSettingsModal
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Fix error when deserializing SubgraphNodes
SubgraphNode now uses the Title, Description, and Icon from the referenced Subgraph
SubgraphNode now generates inputs from any Parameter nodes in the subgraph, with default names for any without.
SubgraphNodes now generate output plugs from the FunctionResult node in the references Subgraph
https://files.facepunch.com/CarsonKompon/2025/January/21_16-23-CoordinatedEastsiberianlaika.png
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Add Reset to Default button in GameSettingsModal
Updating more player seeds to v4 rig
Subgraphs have Title, Description, Category, Icon and Add To Node Library properties. To be used for the created node
Added SubgraphNode which references a .shdrfunc. Results in graph errors if the references graph cannot be found or the references graph has errors
Dragging a .shdrfunc asset into a ShaderGraph will create a Subgraph Node referencing the dragged asset
fixed slight gaps around wall frame semi circle on swirling wallframe
Catch null typedescriptor when cloning
Bitmap clone, IDisposable, IValid
merge from main -> primitive_gm