225,765 Commits over 3,714 Days - 2.53cph!
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Bit of juice to customization selection
Higher threshold for bumping
At minimum strength, still weight the animation at at least 30%
Changed snowmobile bump animation to use layer opacity
Trailpass thumbs use part render scene, rotates model/plays particle on hover
send playername in connect protobuf, was previously wrapped in a splitscreen message
Remove splitscreen from engine and all the hacky shit that went along with it
* Input config now handled in InputService instead of SplitScreenService
* Remove split client connects / channels from networksystem
* Remove all remaining references to CSplitScreenSlot
Remove c++ engine camera manager from dota, we do cameras entirely in C# managed already anyway
Delete c++ flashlight code
Remove a bunch of vgui HUD stuff
Delete achievements manager from C++, when we add achievements it'll be easier to do in C# with Steamworks
Remove more unused convars specific to hl2, cs, etc.
Restore host_writeconfig which was hidden away in splitscreen service 🥴
Drop `name` convar that was really just a wrapped steamworks GetFriendPersonaName() call - replace with a cached GetPersonaName()
Fixed being stuck when flying out of map bounds. Fixed chunk unload render distance.
Ensure fast texture tool doesn't render thumbnail above 2048
Re-organized blocks into folders and use smart folders for TPS files
Timescale particles before capture instead of awaiting
html/css name fixes
TrailPass models
Dummy trail pass with some items
Show checkmark for items already unlocked
Temporary ScenePanel for part thumbnails
Fix crash in fast texture tool, RenderThumbnailForAsset doesn't seem to like large sizes, just half it when over 2048
Added ChunkViewer.IsCurrentChunkReady and use that to determine if a player can move.
Prioritize chunks to full update if they have a player in them
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Some refactoring. Break out of any UpdateFaceVertices loops if the current game is no longer valid.
Refactor how mixed baked lights are calculated to later support multiple lights at once
Removed unused lightbinner that was mostly just duplicated code
Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup
Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once
Up our shader ABI, document changes, and rename elements of that enum to better clarify
Make lighting data structure from shader match what's on cpu side
Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows
Pass number of mixed cascades to shader
Naive shadow atlas downsampling test
Consider mixed light shadows for atlas downsampler too
Add cvar to maximum mixed light shadows, make a lot of this clientside
Add option to render mixed shadows only on viewmodels
Fix self shadowing on dynamic objects with mixed shadows
Add helper method to get the wanted shadow sampler given the context, clean up code
Pass viewmodel shadow sampler on the shader side
Viewmodel shadows on mixed shadows 🙏
Cleanup lightcomponent, reenable shadow fading
Remove unnecessary debug pragmas
Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them
Update core shaders for light rework
Update base addon-level shaders with the light rework changes
https://i.imgur.com/cSffiRg.jpeg
Merge pull request #177 from Facepunch/light-rework-rebase
Light rework
Update core shaders for light rework
Update base addon-level shaders with the light rework changes
https://i.imgur.com/cSffiRg.jpeg
Added BlockType.ShouldCullFace. Water blocks cull faces if they have an adjacent water block.
UnlockEntry -> TrailpassItemIcon
Don't tilt on extreme slopes, just slide/roll
Map Problems detects missing entity classes
Average the bump anim velocity values a little - compare the two most recent with the previous two
Added BlockType.IsLiquid. Added swimming support.
Convert "Check for map problems" dialog to a dock widget
It is also now less crash prone.
https://files.facepunch.com/rubat/1b1511b1/o1yfvnAXGW.png
Automatically destroy / create weapons when a weapon item is given or taken from the hotbar inventory
Increase the projectile life time for the test explosive weapon
Add custom FlyController that uses MoveHelper. Have suitable spawn positions use the center of the voxel.
Velocity cap when starting a new run
Copied over some placeholder models and effects from Hover. Copied over weapon base from Hover. Implemented AmmoItem type. Implemented WeaponItem type.
Hide button
Rename to trail pass
Style adjustments
Fixed post process errors
Fix GrabFrameBuffer sometimes not working in tools mode
Footstep placement bug fix.
Failing to save jpeg screenshots/posters actually says that it failed in console
merge from server_browser_tag_filter
Rework of wooden gaps now playable
Removed Render.BlendMode etc, added combos to UI shaders for blending
Update to use Entity.FindInBox. Update to use SceneObject.Attributes. Update to use Global.PhysicsWorld.WorldBody (doesn't exist yet.)