253,035 Commits over 3,990 Days - 2.64cph!
Updated workspace to Unity 2022.3.55f1 (all builds have already been switched over)
Fixing scoop not being skinned on battering ram
merge from primitive -> primitive_gm
Can change Preview Blend Mode/Shading Model/Domain in Subgraphs
Implemented all other preview types for FunctionResult
Fix GraphCompiler failing when using Unlit in Subgraphs
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
updated minicrossbow 3p anims to match viewmodel
Bitmap draw and bitmap pen
Reduce JSON usage in GameObject.Clone (#1781)
We no longer converts the complete GameObject to and from JSON for cloning.
JSON is only used as a last resort for complex properties we cannot clone directly.
Should result in 1.5 to 3 times faster clones (depends on object size).
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Clean: DemoServer - removing custom tick vizualization logic
It should be via IDemoAnalyzers, rather than some randomly sprinkled seasoning
Tests: editor compiled in Server mode
Do not crash with "bad inline model number", show a warning
Pull Request: Replacing CPanel:AddControl calls from Sandbox
Pull Request: Do not penalize full servers in the ranking
Since we now have a way to queue to join the server if its full it makes even less sense to penalize them.
Pull Request: Micro optimization for ents.FindByClassAndParent
Increase MAX_MAP_BRUSHES from
16384 to
665535
Updated catapult world colliders, tweaked wheels stiffness
Update: ServerDemoPlayer - players now move based on tick history
- Added recording of userIds to full server demos (need to match against players in saves)
- Added a callback for when world loading is done to do any additional logic (in demo case, matching players)
Tests: played back a 30s demo from Craggy
You can now specify the preview type for certain Output variables on a Subgraph so changes can be reflected in the Preview window.
https://files.facepunch.com/CarsonKompon/2025/January/21_12-51-DifferentAmericanbulldog.mp4
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- Experiments with ballista
- Missing prefabs
Optimize ```ents.FindByClassAndParent``` (#2167)
Optimizes this function by about 25%
Fixed ballista reload end sound not playing
Vulkan 1.2 is minimum requirement, device support remains the same. We already required several extensions that are core in 1.2 such as descriptor indexing
Shaders compiler uses scalar layout instead of std140/std430 layout (VK_EXT_scalar_block_layout is core in 1.2)
This is a much less confusing layout for structures in HLSL, allowing for
tighter packing and generally matching their C++/C# counter parts.
e.g:
```hlsl
struct T {
float a_float;
float3 b_float3;
}
```
The size of struct T was previously 32 bytes with GL layout and is now 16 bytes.
The offset of b_float3 was previously 16 bytes and is now 4 bytes with scalar layout.
More info on rules (previously GL, new Scalar)
microsoft/DirectXShaderCompiler/blob/main/docs/SPIR-V.rst#memory-layout-rules
https://maraneshi.github.io/HLSL-ConstantBufferLayoutVisualizer/
FunctionResult node generates inputs before creating connections to ensure connections are always deserialized correctly
PlugInfo correctly uses property name if no [Title] attribute
Refactor Result node into an abstract BaseResult class which Result and now FunctionResult can both inherit
Clean up TextureControlWidget
Add Color.Rgba16 (half based color)
Add Bitmap class
More bitmap stuff
made minicrossbow reload anims quicker, from 97 frames to 70 frames
remove server is full rating penalty (#1697)
Since servers just abuse this and find ways to make it not matter, should just remove it.
defer gravity death to avoid immediate component destruction in physics callback
- also fixed drag issue causing inconsistent fall damage in some cases
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
Fixed ballista audio, had fun with animation events and cycle offset animation
Implement GameSettingsModal
Updating battering ram rig with new uvs
Fixed NRE when FunctionResult name is left null
Subgraphs no longer attempt to generate a .shader file, and will run error checks in the graph on Save
FunctionResult Inputs now maintain connections upon being regenerated
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Fix tiger anim pops when sleeping and roaming
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
Add `delete_populations <name> <name2>` command to delete all entities inside a spawn population
Add `delete_all_populations` to delete all entities inside every spawn population
merge from garage_door_wire_fix
speculative fix for wires going towards origin when placed on garage door after open/close cycle
Increased ballista textures aniso level, less blurry in first person view
primitive -> 4ShotMiniCrossbow
Ballista:
Fixed reloading while aiming feeling choppy
Improved the client prediction
Broke the audio tho, needs more work
Imported Pies World Model FBX
Setup a Basic Pie World Model Prefab
Updated Pie Materials and Increase Pie AO Texture Map
merge from primitive -> aux2