240,753 Commits over 3,867 Days - 2.59cph!

3 Years Ago
Use our own interop bindings for OpenVR, grab interface from engine Refactor VROverlay, just set stuff once in property setters instead of in render thread No need for a separate MainMenuPanel impl for VR, just make a VROverlayPanel of it Restore viewport after rendering in VROverlayPanel Simulate VR overlay mouse position properly from scale
3 Years Ago
merge from main
3 Years Ago
merge from nov_balance
3 Years Ago
Cleanup, improvements
3 Years Ago
Merge from main
3 Years Ago
No need to mark PP Material as static
3 Years Ago
Directory updates
3 Years Ago
I should learn to spell Vignette properly
3 Years Ago
Added a button to spectate a player in the player info panel of the server admin F1 tab
3 Years Ago
Hide hero interaction elements when using main menu navigation. Adjusted title texture position.
3 Years Ago
Merge from first person spectate
3 Years Ago
Add support for the title field of hero ads to use a url (500x500)
3 Years Ago
I investigated why snowmobiles constantly jitter but modular cars don't. Swapped parts around until I eventually determined that tall vehicles don't jitter, but short ones do. For instance, a modular car with only a flatbed would jitter, but a car with only a cockpit wouldn't, even if it used the flatbed entity script. Swapping the world colliders around made the difference. There are no bounds-based checks for vehicle physics in our code, so I looked at what Unity might set internally based on the collider setup. Rigidbody centre of mass was being set correctly, but we didn't set inertiaTensor. I've set an inertiaTensor here manually based on the one Unity calculated from a taller snowmobile, and it successfully removes the jitter. Ideally, we should do a similar solution for modular cars in case we ever add something like a low open cockpit, but I'll need to come up with a way of getting good inertia tensor values manually.
3 Years Ago
Post-processing stack Pass color/depth buffer to managed post process instead of requesting a copy Initial work for standard post process shader Grain Vignette Chromatic Aberration Lens distortion Keep vignette on top of the lens distortion Example post processing shader Color overlay with additive, multiply and mix blending Panini projection Make vignette color customizable Pixelate Single pass motion blur Blur post processing Depth of field Sharpen Compiled post processing shader Fix post processing offset and scaling Initial work managed post processing stack Added DOF quality for faster single pass dof Compiled post process with dof quality Allow for more than 65565 single shader variations based on dynamic combos Add setting helper for standard post processing shader Passthrough/Copy texture shader Update example post processing shader Deprecate render.postprocess, rework post processing to support layers, automatic ping pong buffers, Automatically clear stack Remove render.postprocess event attribute Improved panini projection Introduce PostProcess.AddGenericToStack for simple post processing Simplify post process setting setter Ability to fade properties in or out PostProcess.AddToStack -> PostProcess.Add, BasicPostProcess -> MaterialPostProcess, IPostProcess.PostProcess -> IPostProcess.Render Fix viewport offset for post processing with new system StandardPostProcessing animation helpers Mask view model from motion blur, Set some nicer default settings Ability to animate from the current set value Compile post processing shader Rework managed post processor PostProcessing Settings, Add configurable and non configurable options, update basic pp post_process -> postprocess Update postprocess path Settings iteration Axe SetSettings Remove Set/GetPostProcessingLayerCount Allow creation of render attribute objects Cleanup cpp side of renderer Move post process to global name space DrawScreenQuadEx for rendering with custom attributes Rework standard post process to use its own attributes Shift from IPostProcessRenderer to BasePostProcess MaterialPostProcess now derives from BasePostProcess Remove configurable variant Move blit to post process constructor Remove IPostProcessRenderer, move pp init Update shader paths Compile postprocess_standard Update all paths for standard shader Added grain lut Merge pull request #108 from Facepunch/post-processing Rework post-processing and introduce post-processing stack
3 Years Ago
Added grain lut
3 Years Ago
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3 Years Ago
Post-processing stack Pass color/depth buffer to managed post process instead of requesting a copy Initial work for standard post process shader Grain Vignette Chromatic Aberration Lens distortion Keep vignette on top of the lens distortion Example post processing shader Color overlay with additive, multiply and mix blending Panini projection Make vignette color customizable Pixelate Single pass motion blur Blur post processing Depth of field Sharpen Compiled post processing shader Fix post processing offset and scaling Initial work managed post processing stack Added DOF quality for faster single pass dof Compiled post process with dof quality Allow for more than 65565 single shader variations based on dynamic combos Add setting helper for standard post processing shader Passthrough/Copy texture shader Update example post processing shader Deprecate render.postprocess, rework post processing to support layers, automatic ping pong buffers, Automatically clear stack Remove render.postprocess event attribute Improved panini projection Introduce PostProcess.AddGenericToStack for simple post processing Simplify post process setting setter Ability to fade properties in or out PostProcess.AddToStack -> PostProcess.Add, BasicPostProcess -> MaterialPostProcess, IPostProcess.PostProcess -> IPostProcess.Render Fix viewport offset for post processing with new system StandardPostProcessing animation helpers Mask view model from motion blur, Set some nicer default settings Ability to animate from the current set value Compile post processing shader Rework managed post processor PostProcessing Settings, Add configurable and non configurable options, update basic pp post_process -> postprocess Update postprocess path Settings iteration Axe SetSettings Remove Set/GetPostProcessingLayerCount Allow creation of render attribute objects Cleanup cpp side of renderer Move post process to global name space DrawScreenQuadEx for rendering with custom attributes Rework standard post process to use its own attributes Shift from IPostProcessRenderer to BasePostProcess MaterialPostProcess now derives from BasePostProcess Remove configurable variant Move blit to post process constructor Remove IPostProcessRenderer, move pp init Update shader paths Compile postprocess_standard Update all paths for standard shader
3 Years Ago
Fix wheel calc on snowmobile too
3 Years Ago
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3 Years Ago
Fixed modular car wheel method issues
3 Years Ago
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3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
Split up input page, working on separate bindings for different styles Refactoring input action sets
3 Years Ago
Add unicycle model for dev, adjust ragdolling Show position in debug, fix losing ground when leaning Bit of cleanup Fix checkpoints not always setting Leaderboard model, entity, world panel
3 Years Ago
Secret front wheels. Realmed remove setup.
3 Years Ago
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3 Years Ago
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3 Years Ago
wip signal computer work
3 Years Ago
Working on snowmobile physics
3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
excavator signal computer WIP
3 Years Ago
Change MLRS username overflow mode from Ellipsis to Truncate, since the font we use now has no ellipsis.
3 Years Ago
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3 Years Ago
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3 Years Ago
2.5x increase in excavator production rate
3 Years Ago
Watch tower decay, health and craft time tweaks Table craft price changes - no longer need metal fragments Fixed missions UI enabled on first open and requiring double click to close
3 Years Ago
Iron fences - 32,64,128 sized iron fences and post Merge branch 'master' of sbox
3 Years Ago
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3 Years Ago
Fixed issue with wrong text color on station screen weapon item list
3 Years Ago
Implemented team switching functionality to the scoreboard
3 Years Ago
func_shatterglass: Fix being able to walk through physics enabled unbroken glass & Do not despawn large glass pieces Adjust wood break plank sound to not be so loud Adjust glass impact sound volume Glass surface has sounds
3 Years Ago
LOD fixes on excavator
3 Years Ago
Add lift vertex color under cursor for paint tool https://files.facepunch.com/layla/1b2411b1/oV4oWcyObW_Trim.mp4
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
Merge from SleeperMountingMergePt2