248,881 Commits over 3,959 Days - 2.62cph!
Failing tests reproducing Facepunch/sbox-issues#6731
Fix Facepunch/sbox-issues#6731
Clean up string.To{Numeric} extension methods
Use Vector3.SpringDamped for the camera
Update PlayerController
Create particle.text.scene
All of these are in engine now
Updated Catapult Explosive Ammo Textures and Materials
- Optimize the fsm transitions that are called often: cache distance to target (per frame) and components
- Optimize roaming and flee: don't project all points in a circle around the wolf, once points are scored, early out after both nav projection and path succeed
- Remove allocation caused by List.GetRange in GetFirstReachablePointInTopPct
- Remove transitions updates (time elapsed now uses a timestamp)
- Add more TimeWarning coverage
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Close modals if we hit back button
Modify Camera Zone
Stage 2c updates
Update Input.config for menu project
Correctly include mixing table inventory (or not) in affordabilty checks.
Fix asset dependency list with new browser
Save/restore asset inspector tabs to cookie
Repeat clicking a recipe will add another set of ingredients to the mixing table.
Refactored some affordability and logic to handle this.
-Ballista Added detail blockout ready for rigging
Merge: from remove_editor_update
Removes around 1.5ms from 6k world in the editor and fixes longstanding bugs with the decal editing.
Tests: Created a bunch of decals, modified their properties(changes visible), deleted them(no NREs), ran in game - still visible.
Hook in correct minimap path
Merge: from main
Tests: none(trivial merge)
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BC: fixing cloth flinging away with large rotation changes
- changed rotation origin to use player model transform's rotation, rather than its rotation field, as it depicts body root rotation better
- made collision distance thresholds tunable and brought it down on the dracula cape due to its bone density
- brought the floor up on the dracula cape damping curve slightly
Don't do AssetListEntry scroll events in list mode
Don't show libraries in cloud browser
Add windows-style subdirectory flyout to path separator
https://files.facepunch.com/solw/2024/October/30_09-20-IllfatedUlyssesbutterfly.png
Include final path separator if the directory has subdirs
Update dof on camera
Camera tweaks
Rename BodyController to PlayerController
This is the last time I rename it I swear
Move camera controls
Don't do camera move effects in third person
Add MoveMode.UpdateMove, move modes control their own wish velocity now
Refactor
Make FocusRange use world coords, expose quality, simplify coc algo
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Wave intrinsics to do early out for far dof
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Front blur, tweaks
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
Fill up _renderTarget on Graphics Scope so that we can fetch the immediate color/depth textures also without a copy
Fetch depth and color directly for DoF so that we can do pixel perfect fetches, start making near dof not shit
Iterate, higher quality downsampling
Disable front blurs for now
Add internal Graphics.NativeLayerRenderTarget, This should be set on start of scope, left here for advanced usage.
Final adjustments to dof
Fix CoC pass on any quality level, increase blur size to 200
https://files.facepunch.com/sam/1b2511b1/Recording%202024-10-25%20143224.mp4
Remove unused GrabOutputColorDepth
Adjust focal length with sensor size
https://files.facepunch.com/sam/1b2511b1/Recording%202024-10-25%20144814.mp4
Focus Gap in world units and outside the shader
Tex2DBicubic uses generic hlsl, make DoF compositing use bicubic filtering, makes it look nice even at lowest quality
https://files.facepunch.com/sam/1b2811b1/jXqgNeXnCK.png
Explicit quality level for DoF
Final adjustments to DoF
Hide quality level until O(n^3) downsample issue is solved on shader
Front DoF wip, still keep it hidden until it looks good
Mark that these things are in world units
Gesture picker looks a bit nicer when there are no more gestures to apply
Don't play the lose animation when drawing
Added new gesture preview clips for the options menu. Enabled looping on menu video player element.
Unsaved sound timing change
zombie wander behaviour changed, prevent bunching up
main menu tweaks
use new transform properties
kevlar now slows movespeed
homing bullet upgrade
bullet fire/freeze colors
Fix messed specular on skin shader that was using old normalization curve
https://files.facepunch.com/sampavlovic/1b3011b1/zPO0P1wuPT.png
Humans: reworked WalkFast_N
Front DoF wip, still keep it hidden until it looks good
Mark that these things are in world units
RendererLOD and MeshLOD will now only set isSmall if it can find a renderer with a bounds with a size > 0 on any axis
Should hopefully resolve missing shadows when using monument scenes due to the changed initialisation sequence
Folder Metadata is applied to FolderNodes
Stage 2c progress
boost speed with shift on freecam
Move Folder Metadata from EditorCookies to ProjectCookies. Use relative paths instead of absolute paths.