223,748 Commits over 3,684 Days - 2.53cph!

3 Months Ago
Dynamically pick correct heading
3 Months Ago
Allow [Expanded] attributes in any assembly
3 Months Ago
3 Months Ago
Some refactor
3 Months Ago
Network Protocol++ Lobby list is more useful Set Application.GameIdent without the #local Add network protocol to lobbies Add StringTable.OnSnapshot Add UserInfo network string table
3 Months Ago
3 Months Ago
Allow custom logic for if members are expanded
3 Months Ago
merge from 3p_speargun_offset_fix
3 Months Ago
▋█▍▅▇ █▉▅▌ ▇▇▍▆▄▉▋_▍▍▋█▄█▊▋▊▋▊█▅▋_▌▊▉▇▅▍▇▌_█▊▆▅
3 Months Ago
Remove ScenePortal/CMonitorObjectDesc, render a camera to texture for same functionality
3 Months Ago
merge from decal_lod_fix
3 Months Ago
Move some code away from UI
3 Months Ago
merge from neon_sign_stacking
3 Months Ago
merge from hostile_countdown_tooltip
3 Months Ago
reapplying 91318
3 Months Ago
merge from vm_boneknife_throw_release_fix
3 Months Ago
Expand property / field getter return value
3 Months Ago
3 Months Ago
Compile water shader UI doesn't consume vertex clipping or even skinning
3 Months Ago
Can mark these internal RPC methods as [Expose] now and make them private, remove old comments saying why they needed to be protected
3 Months Ago
Add game/config/input/common.json to .gitignore
3 Months Ago
compile fixes
3 Months Ago
3 Months Ago
Rename SingleNodes to NodeTests API for adding expanded outputs Expanded output test Expanded output implementation Allow adding expanded outputs at any time ExpandedAttribute
3 Months Ago
Only bitch that vkQueuePresentKHR failed when it's an actual fail condition, some conditions are still considered and enqueued Fix pObjectName in RenderDeviceVulkan::Construct, empty string check was inverted VK Validation: Fix texture transition in CSceneSystem::DownsampleTexture, this is not to use depth stencils but will always assume color Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute VK: Remove deprecated debug marker in favour of debug utils, should be getting prettier output from GPU profiling tools too Remove a bunch of redundant vulkan render markers, makes gpu debugging finally show up properly nice looking https://i.imgur.com/7Mq0lhv.png Colors that don't melt my eyes Add a temp mutex to DrawDrawList to fix race condition when drawing from main thread Fix glow outline rendering https://i.imgur.com/cK9VbNB.png Renderdoc label colors for managed drawcalls were black Highlight.cs: should be SetCombo not Set Don't change fbstate with the viewport size, can cause it to be bigger than the fbstate size too, viewport offsetting is done just right below Make MultisampleScreen take the MSAA amount from the current context rather than from the main swapchain, fixes validation of effects using the wrong MSAA level as what the layer wants, fixes glow outlines in preview cameras Don't write glow to alpha, makes camera previews and screenshots not be translucent with them, compile shader Simplify water shader removing fog and other components, these would all be in it's own entity component now, much simpler, also the whole shader needs to be thrown away Never expose intermediary MSAA'd depth to the user, you're just opening a can of pain, use Depth::Get() method instead Shaders need removing old MSAA depth ("SceneDepth"/"DepthBuffer") Directional AO depth doesnt use MSAA Keep MSAA depth read for decals only Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used Delete viewmodel AO ( Will come back as a reuseable generic component for camera ), ripplecompute ( unused, shit ), fix depth fetching on Glass to use Depth::Get Remove crumbs of viewmodel ao
3 Months Ago
fixed pink mats
3 Months Ago
Cache sample rate so we're not always asking steamuser for it
3 Months Ago
▋▍▊▄ ▌▌▄ ▉▉▇ ▇▅▆▅▆▌▍▅▆ ▅▉▌█ ▅▋▉▆▊▍█▌▊▍▌ ▉▅▊▌▅▌▊▌ █▄▍▋▍ ▋▆▌▅▌▅ ▋▄▍██▇ ▆▉ ▇▊▄ █▊▅▇▊ ▄▆▄ ▍██▋ █▇▆▍▉ ▉█▄▇▄█▅▋▉▊ ▅▉ ▍▆▇ ▅█▊▆▉▉▄▅ ▊ ▄▍▋▆▇ ▉▄▆▇ ▊▍▌▊▊█▆▄▊ ▄▇▅▉, ▄▅▅▉▍ ▋▍▇▄ █▇█▆▄▊▌█ ▍▊▌▅▇▆█ ▉▋▅ ▄▉▍▍. ▋▉▉▍ ▊▅▋▉▆▇▍▊ ▉█▅▇ ▇▉▅▅▅▋ ▆▇▋▌ ▊▄▆▊▌ ▌▄▉▊▍▋ ▅▄▋▊ █ ▇▉▅▊▋▍▇ █▌▉█▋▌▄. ▆▆▅▌█ ▋▇_▊█▅.▉▍▌ ▆▉▅ █▇▉▊▇ ▊▅▄▄▊ ▊▋▋▇▇▆▊▉ ▊▉▄▆▆▌ ▄▋▅▄▅ ▋▅ ▅▌▊▄▄▆ ▅▊▊▄▅▋ ▋▅▉▌▅▌▇ ▇▆ ▉▄▅ ▆▄▊▊'▊ ▉▅▍▆▉█ ▍▅ ▆▇▄ █▍▄█ ▌█▉ ▋█ ▌▄▆▋ █▌▊▋▉▌ ▍▉ ▉▄▄▍▆ ▉▆▊▊ ▋▌█ ▆▌▇▉▉▇▌▉ ▍▅▋▉▍▅ ▌▋▌▅▉ █▇█▍▌▍▉▉▍▆ ▄▌▅▅ ▋▉▉█▅ ▆▆▍█▊ ▇▇▉▄▅ ▊█▌ █▅█▅▌▍█▉▄ ▋▌▇▌▆▊ ▇▅▉▆▇▋▍ ▇█▍▋▉ ▉█▉█▆▋▅▇▍▋▉ ▋▊ ▍▊ "▅█▄▅▌" ▅▊ ▅▌▉▇▅▅, ▉▌▍. ▆▄▇▍▄ ▉▆▊▉▊▌▊ ▊▉▌▊▇▅▋ ▌▇ ▌▍█▍▆▊▍▌▊/▄▌▅▋▇▊▆▄/▉▊▆█▉▅▆▍▉▆▊/▋▌▄▋▍▊▇▄▍▄▌▌▇▋▌ ▊▄▉ ▌▆▅▇▇▉▅ ▊▌▆▌▆▍ ▊█ ▆▅▌ ▍▅▅▅ ▄▊▇▄▊▋ ▍▋▋ ▉▅▇▊▄ █▇██▉▇▋ ▅▆▋▄ ▅█▄▊▄▊▌█ ▋▅▉▄▆▌█▊ ▅▉▇_▄▉▍▇▌▋▇▉▉▌█▌▇▊▍ ▉▇▌ ▄▊▌▆▍▍▌ ▍▇▆▉▅ ▊▉▊▍▊▉▅ ▄▆▌▋▅() ▇▊▆▆▅ █▇ ▇▅▌▄▌█▋▉ ▄▉▍█▄▍█▅ ▌▆█ ▍█▇▆ ▊▆▌ ▋▍▇▊▉▋▍▌ ▆▍ ▌█▋█_▌▍▅▉▆█▊ ▆▌██▄▊█ ▍▍▌ ▅▌▄▋▋ ▆▇ ▍▅▉▆ ▋█▇█▉▍▄ █▆▊▇ ▋▅▉▅▍▆▉▄ █▍▆▅▊▉▋ ▋▅▋▋▉▅▍ ██▇▅▍█▋, ▇█▋▅ ▋▅▌▅▊▇ ▄█▅▄▆█▇▊▍▌▆ ▍▊█▅▆▌▋▄▋▋▇:▄▇▄▉▉▍▍█▍▉█ █▋▅▍▌ ▆▍ ▍█▄▊▉▇▋▆ ▄█▆▄ ▅▌▉ ▋▇▌▍ ▊▍█▋█▍▊▉▆▋ ▍▇▄█▄▌▆▆█▌▋▋, ▇▌█▆▌ █▊ ▍▍▋▅ ▌▉▄▉ ▋▉▋▌ ▌▉ █▄ ▅▅▊▅▄ ▆█▍▄▆▍▊▊▆▆ ▄▆▍▆▌▅ ▆▅▌ ▄▇▉ ▊▊▍▌ ▆▌▋▆ ▄▆_▇▉▊█▌▄▊▊▇▌█▇▊▊ ▍▆▊▍▍▄▋▄ ▋▋▌▆ ▅█▊▋▌ ▍▆▌▌ ▇▊█▇ ▅▉▅▊ █▄▇▄ ▆▌▍▆▌▇ ▍█▆▌ ▍▊ ▉▍▅▍ ▉▄▉▅▌▋▊▊▆ ▉▌█▉█▆ ▊▉▆▌▉▋▉▄ ▊▆▇ ▊█▊▋ ▋▅▇▆▄▇, ▉▅▅█▆▆▄▆▉ ▉▍▋▉▆ ▄▇▅▉▆▄ ▄▌▍█▅▅▄█▌ ▊▄▇█▌ ▅▇ ▄▇▇█ ▉▋▄▋ █▍▍ ▇▋▇▍▌ ▍▍▇▊ ▆▋▇▄_▆▊▇▌'█ ▊▆▊▄ ▋▆ ▋▅▋▉▆ ▋▅▄▆▆ ▊▋█▋▆▇ █▉ ▉▄▇▄▇▅▍█▆▆ ▋▊▆▆▍▄▆▊ ▅█▅▌▄ ▊▅ ▌▊▍ ▌▅▅▆▌▅▉ ▊▍▋▌▊▊ ▌▉▍▆▊ "▍▇▋█ █▊▅▍_▇▋▄▊▌▉▉" ▍▉▅▄▉▋ ▄▋ ▆▅█ ▋▉▌▇▆ ▅█▉▌▆▅█▊▉▅ ▌▋▋▊▇▌▇ ▄▊▆█▌ "-▋▌▌▉█▆▄▌▊" ▅▄ █▌▅▇▊▆ ▋▄█▉█▍.▆▄▊▌▊▇█▆▄▌▇() ▋▊▍ "▋▋▅▊ ▊█▋▋_▆▌▅█▊▋▌". !▅▍▆▇▌▉ ▉▌███▅ ▌▍▊██ ▋▊▉▄ ▍▌ ▌▍▆▉▋▋▊▅, ▋▊█▍▌ ▄▇▋ ▇▅▌▋▅▅▇ ▌▌▊▇ ▊▋▍▆▋▆▅ ▇█▊▄▋▄ ! ▌▆▋ ██▄▌█▄▍▇ █▅▆▊ ▋▉▇▊▅█▍▇▋█▊▊▊
3 Months Ago
merge from main
3 Months Ago
helipad progress
3 Months Ago
▆▄▉██▆ ▊▄▅▆▅▋ ▅▉▅▍▊ ▆▅▍▅ ▄▍ ▅█▊▊▌▄▄▋, ▌▋▋█▄ ▅▌▊ ▅▇▍▋▋▇▅ ▍▊▍█ ▋▉▄▅█▅▄ █▍▌▉▌▍ ! ▄█▆ ▄█▅▅▌▌▊▄ ▊▅▇▆ ▋▇▊▄▍▊▇▆▌▉▇▇▍
3 Months Ago
Trace.RunAll Support (#1434) * Initial commit * Returns IEnumerable, order by Fraction * Fixed return type on public method
3 Months Ago
Ability to set focus object
3 Months Ago
Test
3 Months Ago
merge from weaponrack_instruments
3 Months Ago
merge from burst_module_size_fix
3 Months Ago
ActionGraph: directly use variables for inputs, reachability fixes https://files.facepunch.com/ziks/1b1111b1/sbox-dev_zsJbxaO0TC.mp4 https://files.facepunch.com/ziks/1b1011b1/NVIDIA_Share_k0NTtOlpgq.png
3 Months Ago
merge from hammer_repair_cost_comp_fix
3 Months Ago
merge from chainsaw_sleep_fix
3 Months Ago
merge from loot barrels fixes
3 Months Ago
BuildBoneHierarchy typo fix, add SkinnedModelRenderer.GetBoneObject( Bone / int )
3 Months Ago
Delete viewmodel AO ( Will come back as a reuseable generic component for camera ), ripplecompute ( unused, shit ), fix depth fetching on Glass to use Depth::Get
3 Months Ago
Directional AO depth doesnt use MSAA Keep MSAA depth read for decals only Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used
3 Months Ago
Light changes wip
3 Months Ago
Fix component members without source info being ordered randomly
3 Months Ago
Hammer entity definitions can live on life support in Sandbox.Tools
3 Months Ago
Fixed VS Code open file, now opens code workspace at specific path/line/column
3 Months Ago
Terrain size is stored on TerrainData, specify the total world size instead of confusing units per texel Fix grid axis colors being the wrong way Use Gizmo colors for grid axis & add SrgbGammaToLinear so the colors aren't fucked Document ComputeShader, remove obsolete, Dispatch throws exception for bad parameters instead of silently failing Terrain shader write to depth Brush preview works again Use compute shader to modify terrain heightmap instead of shitty interpolations on CPU Terrain: Use ShadowRenderType Lighter terrain grid
3 Months Ago
3 Months Ago
Fixed reachability test for expression nodes