247,148 Commits over 3,928 Days - 2.62cph!

3 Days Ago
Update description of gmod_uncache_test Fixed crashes wiith CTriggerWind when loading a save Minor clean ups Micro optimization for SWEP think More minor clean ups Added new NPC functions Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity )
3 Days Ago
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
3 Days Ago
implemented ballista base rig
3 Days Ago
Merge from main
3 Days Ago
re-exported ballista weapon anims after rig update
3 Days Ago
merge from siege_weapons
3 Days Ago
Horse container, breeds Tweaked fringe, collar and hair skinned mesh renderers bounds to fix culling issues
3 Days Ago
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
3 Days Ago
Log any errors
3 Days Ago
Attempt to restart multiple times if we failed due to an exception
3 Days Ago
Double time window to ensure we restart and store DateTimeOffset of when restart was last requested
3 Days Ago
rename vars, too
3 Days Ago
Rename CommandManager to more suitable ServerRcon
3 Days Ago
Fixing branch name typo because I can't live with it.
3 Days Ago
Bunch of shadow cascades and distance related stuff.
3 Days Ago
Use spheres so we only have to send a single list of vec4s over
3 Days Ago
Remove unused shit from lightbinner and make everything enums
3 Days Ago
Fix Gizmo.Control.Position returning true without it being dragged on
3 Days Ago
Arena 1 changes
3 Days Ago
mini crossbow admire anim updated and rotate barrel anti clockwise clip created
3 Days Ago
jungle_ruins_a layout first iteration
3 Days Ago
Update shaders
3 Days Ago
Initial
3 Days Ago
Grey out tool buttons when disabled Fix asset picker when selecting cloud maps
3 Days Ago
Manifest Codegen
3 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Reenable MSAA fetching for SSAO compositing, don't use loops Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen GTAO temporal filter uses edge detection to filter out edge ghosting https://i.imgur.com/EzfclG7.mp4
4 Days Ago
Submitting updated ballista base rig
4 Days Ago
Update rate tests
4 Days Ago
main -> 4ShotMiniCrossbow
4 Days Ago
Trigger exit detection only checks if there's any contacts on triggers, not non triggers
4 Days Ago
hoover_a final
4 Days Ago
vendor_stats_fixes -> main
4 Days Ago
Wip Mine Ability
4 Days Ago
Eye spec changes
4 Days Ago
Fixed a case where feed entry could be padded off to the left for no appartent reason
4 Days Ago
Use base stats as reference point for modifiers Few missing stats Further stats/modifiers refactoring
4 Days Ago
Updating ballista weapon rig
4 Days Ago
Smoke Bomb card
4 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation) CSceneObject::GetCTransformUnaligned() Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
4 Days Ago
Dash card
4 Days Ago
Optim: remove dead bots from global tracking - Removed now unnecessary null check when simulating bots Tests: on craggy spawned 15 bots then killed them - counter went up and down accordingly. Flew around 3.5k procmap, gave it a soak test. Both cases no NREs.
4 Days Ago
Fix compile errors
4 Days Ago
Merge from simple_upgrade
4 Days Ago
Reduce the amount of topology and water checks we have to do, by only checking top scored points and doing a early out as soon as one of them passes This has the potential to cut the number of water checks (the most expensive checks) by 8 when roaming
4 Days Ago
tweaked ice sculpture IO input rotations, also rendered new icon
4 Days Ago
Fix cancel radial menu appearance behaviour for upgradables. Fix the pre-existing missing icon error message.
4 Days Ago
Merge from main
4 Days Ago
corrected material initialization logic so emissive material and property is actualy set when loading
4 Days Ago
Horses hitch and trough logic Added an IHitchable interface to keep the old horses working Code cleanup
4 Days Ago
Dmg Numbers