248,600 Commits over 3,928 Days - 2.64cph!

3 Months Ago
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3 Months Ago
Fixed transformation order for PointToLocal and PointToWorld, add some tests to make sure they match ToLocal and ToWorld
3 Months Ago
Merge from main
3 Months Ago
Revert WaterSystem.cs to the version from main, should make merges easier. Looks like it was missing a bunch of stuff due to various botched merges over the years
3 Months Ago
Added demo.saveShotFolderAsAnim, saves all shots of the current demo as anim files
3 Months Ago
Fixed large stables vendor getting killed on server restart
3 Months Ago
Leaderboard backup, run #14470
3 Months Ago
Test tl, tr, bl and br corners instead of updownleftright for cone frustum culling
3 Months Ago
merge from main
3 Months Ago
Tiled Frustum Culling (#1669)
3 Months Ago
SkyBox2D Indirect Lighting ( Reflections/IBL ) can be toggled, hammer maps don't expect skyboxes to be used for lighting since it has vrad
3 Months Ago
Be more conservative by testing 4 points of cone base rather than a sphere shape
3 Months Ago
Tiled Frustums Start moving tiled_light_culling to use frusta Iterate frustum tiled culling Near/far tiled frustum planes Very simple ConeIntersect and AABBIntersect Cubemap frustum cullinng Show cubemap complexity on tiled debug vis as well https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums https://imgur.com/a/tybd5Dv Fix ortho projection for CalculateScreenTiles fix DepthMinMax on ortho projections, fixes tiled lights on ortho projections https://files.facepunch.com/sampavlovic/1b3011b1/ZiyxdtwHc1.png Delete tiled_frustums_cs, main shader does everything, we recalculate it every frame anyway since we also match the depth chain for the far plane, can store it later again from it if we need it for anything Transform plane directly to local instead of using inverse matrix Light.GetInvertedRadius() not used anywhere, let's make it Light.GetRadius() Push radius changes to lightbinner.hlsl Fix frustum calculation so it wouldnt mess up with low farz, fix FetchDepthMinMax Using invprojrow3 to linearize depth feels a bit incorrect specially when moving far-z use correct algorithm, can be accelerated later Depth Near-Far was inverted on tiled_culling, perfect for both near/far planes now Allow using conservative near-z culling with D_CONSERVATIVE_CULLING and remove elegibility of D_DEPTH_PREPASS, we always have it https://i.imgur.com/9UlrmTc.png https://i.imgur.com/joEz72S.png
3 Months Ago
Allow using conservative near-z culling with D_CONSERVATIVE_CULLING and remove elegibility of D_DEPTH_PREPASS, we always have it https://i.imgur.com/9UlrmTc.png https://i.imgur.com/joEz72S.png
3 Months Ago
Using invprojrow3 to linearize depth feels a bit incorrect specially when moving far-z use correct algorithm, can be accelerated later Depth Near-Far was inverted on tiled_culling, perfect for both near/far planes now
3 Months Ago
Fix frustum calculation so it wouldnt mess up with low farz, fix FetchDepthMinMax
3 Months Ago
Push radius changes to lightbinner.hlsl
3 Months Ago
Light.GetInvertedRadius() not used anywhere, let's make it Light.GetRadius()
3 Months Ago
Humans: hook up an extremely basic animgraph so the model stops exploding if you try to use it
3 Months Ago
Human: normalize movement animation root speed to 80 u/s across animations + lower new constraint weights slightly
3 Months Ago
Humans: improved existing movement animations
3 Months Ago
merge from main
3 Months Ago
Improve scientist cover generation Cleanup navmesh inside edges before generation Make sure points are on navmesh Reduce cover density by merging nearby covers with similar angles
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
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3 Months Ago
Leaderboard backup, run #14452
3 Months Ago
Fix LaunchArguments.Map not working
3 Months Ago
Serialize animation parameters if they're changed in editor https://files.facepunch.com/layla/1b0611b1/sbox-dev_paNSU6QjyT.mp4 Run animation for skinned model renderer in editor if it has any stored parameters because we want to see them Signal values changed for float slider, OnChildValuesChanged wasn't called when moving slider
3 Months Ago
v_spaghellim4: make the initial arc of the deploy animation nicer
3 Months Ago
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3 Months Ago
Apply distance checks to individual covers instead of cover groups
3 Months Ago
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3 Months Ago
Rebuild colliders immediately instead of next update Fix NRE setting null surface on physics body or shape, should just set to default surface internally
3 Months Ago
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3 Months Ago
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3 Months Ago
merge from divesite_respawn_fix
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
Don't submit package exceptions in the editor
3 Months Ago
Error checks
3 Months Ago
Leaderboard backup, run #14428
3 Months Ago
Stash draft
3 Months Ago
Fixed handling of sprint-suppressing Tag on v_m4a1, v_usp, v_spaghellim4, v_mp5: the Tag now gets properly caught when the animgraph initializes, by enforcing a one-time 50ms delay in relevant state machines. Also harmonized some logic across graphs.
3 Months Ago
Map Update and Tests
3 Months Ago
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3 Months Ago
Added more forest foliage types Updated SpriteTools Transform.Position/Rotation/Scale -> WorldPosition/WorldRotation/WorldScale Fix Progress error in CraftingStationPanel
3 Months Ago
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3 Months Ago
v_spaghellim4: added new deploy animation