248,593 Commits over 3,928 Days - 2.64cph!
Fix pillar covers not handling a non-zero rotation
added a building topology ring around oases to block rail/roads coming too close
Fix skip not working in FindPackage
Cleanup
Better package list
Clean pagnation
PackageList sets url
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merge from dive_mission_range_increase
merge from divesite_tip_fix
merge from emptytoasterror_fix
Terrain: Make texture paint & holes also work with new undo
radioactive water surface border fix
re-applying rock changes to cave_medium_hard and cave_small_hard
Leaderboard backup, run #
14404
Experimenting with some ore resource entity optimisations
Remove all children (except for foliage displacement on client)
Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore
Removed a SendMessage
Automated upgrade process
Only applied to ore_stone for testing so far
fence
more structure prefabs
factory
uzi
1P volumetric tests
Updated cookie
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m)
Resolves these missions sometimes not being able to start
Transform plane directly to local instead of using inverse matrix
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
[pick] Fix Depth::GetLinear and add Depth::Linearize
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
Ensure that selected Media is 16/9 in PackageModals
Apply cubemap normalization properly on flat ambient light
Apply subsurface scattering to IBL lighting, looks shit otherwise
https://imgur.com/a/yipFu52
Re-balanced coverage and tile spawning
Death FX now affected by lighting
Adjust more tile spawns
Fix tooltips sometimes lingering
Add DamageOverlay, Invulnerability Time, and fine-tune Enemy Attacking
Added Easy Access Skill, more Vitals tweaks and Zombie fixes
Added Ice Bushes
ChestTilePanel shows contents of chest if you have permission
Added permissions to Weapons, crosshair prompt will override visibility when hovering an interactable
Clean up ChestTilePanel
Added Bow item with basic functionality and Projectile class
Added Arrows, consumed by the Bow as ammo. Hotbar shows ammo count on bow.
Added PreviewSkill
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Iterate on cover and peeks
Map Updates and Dialogue added
Iterate GTAO
Iterate GTAO
Fog Fix, allows you to change light settings for volumetric fog specifically and does a massive cleanup, last try of this had some perf issues but should be sorted
Squashed commit of the following:
commit 4c0d34857bb545c62a83b6b09ef65261dca3ddd8
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Thu Oct 3 18:41:48 2024 +0100
We dont use CLightBinnerStandard::InitForView twice in same view, rename GetLightbinnerStandard from scenesystem to not conflict with views getlightbinnerstandard which has different behavior
commit 8f3d1244f38a74525bcba28dc520ae5bf1dd1099
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Wed Oct 2 14:06:40 2024 +0100
Make fog lights buffer persistent with the volumetric fog's lifetime
commit 0d5bee31cad9b54fc75e2dbff85accfd03d7b3e1
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Wed Oct 2 13:52:39 2024 +0100
Make sure this is properly inlined to never trash cache
commit 5709fcf4b113088c684c095fc08d05fe176f940c
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Wed Oct 2 11:46:35 2024 +0100
LightBinner::InitFromParent and disable fog shadows
commit 93fa098f5c55bddfa4b3d3261b26b7c9edfc8dd8
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Oct 1 18:01:49 2024 +0100
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants, remove bRenderFogClipmaps for
commit 6f0125fd6ad1bf5512346ffe3c727532a6687cf4
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Fri Sep 6 13:23:03 2024 -0300
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
commit 0ff3702c73cf54edddc5dd82b8c54598904fae10
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Fri Sep 6 13:14:08 2024 -0300
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix light fog strength
commit 50170c166dd1cc37d863046aa632a30fb6629860
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Fri Sep 6 12:47:35 2024 -0300
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Don't update shadows on fog pass, some lights are set to be updated always but should all be fetched from cache
Rollback game.CleanUpMap removing tempents and beams
Apparently crashes on x86-64 somehow, sometimes, for some people
Fixed a few more potential crashing issues
Fix a lag issue to do with spamming certain packets to the server from client
t1 smg viewmodel updates
- ironsights tweaked
- skinning updates for springs
- idle pose updated
- bolt position poses
- anim length changes to match smg in 1p and 3p
We dont use CLightBinnerStandard::InitForView twice in same view, rename GetLightbinnerStandard from scenesystem to not conflict with views getlightbinnerstandard which has different behavior
Added Storage Skill
Added Max Drops At Once to ItemSpawner
Fix pickaxe upgrade line
Added MeleeTrigger and Sword Slash
Created Weapon class, Aim Arrow, and Holdable.HasCrosshair. Fixed colliders on mobs
Added each tier of sword, updated a few crafting recipes
dev models for hacksaw and matches
Explicitly define the default sort order
not applying flow forces on lakes, the water is still
- also cleaned up the accumulation of the flow force, the amount of nesting was horrific
RectInt: your favourite Rect struct but with integers
Texture.GetPixels: Able to specify dstRect fully
Terrain optimizations, better undo/redo, clean up
* Implement new undo/redo system, track delta changes instead of full snapshots (faster, more reliable)
* Don't upload buffers every frame in OnPreRender
* Stop using MakeDirty, each property only updates what it needs to
* Only create SceneObject when we can actually use it
* Don't over expose public methods & properties, remove dead methods
Optimize TerrainStorage.GetDominantControlMapIndices 400ms -> 1ms
Pass in a buffer we get from ArrayPool instead of allocating and returning, also preresolve some getters
Vector3: Aggressive inlining on aggressively inlined System.Numerics.Vector3 methods
TerrainClipmap mesh gen optimize 266ms -> 26ms
Fixed filter by facet not working
Legacy leaderboard uses new database
Colour adjustments and detail additions to catapult
accidental doubling up of waterflow generation for rivers
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks