252,023 Commits over 3,959 Days - 2.65cph!
Don't show PB award if you don't have a score yet
Fixed reading non-speedrun replays
Disabled facepunch exception reporter
Fixed possible NRE when initializing ghost marker
Train tracks textures: balance work on albedo, mipmap seaming countermeasures, fixed AO map showing obsolete data
Updated procgen railroad mesh: up facing vertex normals on the edges
Move away from a cbuffer to a structured buffer
Cleanup
Working towards making graph suitable for dialogs
Fix dodgy tangents on glass sometimes (doors in construct)
Send blank info about splashes to GPU if we have no new ripple force to simulate
Add two tone fog
Fix refraction ray on water
New normal sampling method for water, other fixes
Finish overwater surface rewrite, optimize normal function even further
Readd horizon aliasing reduction to new normal method
Only clamp to AABB in RippleCompute if our computing radius is big enough
Remove native shatter glass code
Remove more references to panorama
Remove some more misc old code that isn't added to compile
Comment out DebugView on water
Citizen: added two ClothShapeList groups, upper & lower (prefabbed)
... and a quick fix to that upper prefab
Remove workshop_controller
Remove temporary entities except for decal, projected decal, world decal, just incase
Citizen & FPArms source updates
Get rid of trains and elevators and shit
Delete more shit, maprules, multiplay/teamplay game rules, misc shit handled by C# already
Set all levels unlocked in debug builds
Speedrun campaign medal time tweaks
Let campaigns and stages be hidden when locked / in debug builds
Increment progression
Remove all remaining AI code
Menu bar, recreate ui on hotload
Update after box select destroyed
Highlight nodes inside box rect select
Disable debugview on water
Squashed commit from water-refactor2
Fix syntax errors cauased from merge due to refactors
Get WaterSceneObject & RippleCompute on the refactored API
bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem
Fix non-viewmodel entities being invisible
Add RenderTargetSize to ScenePortal
Fix assertions when trying to copy depth texture in some rare occasions
Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window
When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan
Update PlanarReflection API with reflection direction
Simplify water input
Fix underwater top surface being rendered twice, use hardware alpha for underwater fog blending, more refactoring
Iterate on underwater pass of water, start adding refraction to it, major cleanup
Add a blank slice after the renderer has initialized when trying to add first lightcookie slice
Remove high quality shadows
Remove game specific attributes recording
Merge branch 'water-refactor3' of sbox
Added way to generate speedrun medal times
Fixed places where the wrong leaderboard / medals would be shown
Fix DX11 check wrongly checking for DX10
D3D11 device video support is only supported on DX11.1 (w/o WARP), add the proper feature level check
Add -dx11novideosupport flag for debug
Request a framebuffer copy when we want to use it
Fixed cases where the wrong stage is selected when leaving speedrun
Rebuild worked - revert retail builds back to incremental
Remove s1/s2 bridge download system, stringtables, pure whitelists and related code, convars, protobufs.
Remove native vieweffects ( we do them in managed ), remove protobufs/ums left from vgui, train, hintsystem etc.
* Remove these native entities: game_text, env_beverage, item_sodacan, func_precipitation, func_precipitation_blocker, env_muzzleflash, env_gunfire, env_screenoverlay, env_fade, env_hudhint
* Remove loads of UTIL_ code that was game specific or not needed.
Try a /rebuild on everything
Force schemacompiler to do a rebuild
More sbox_gamerules cleanup
Remove basecombatweapon, basecombatcharacter, baseviewmodel, most ai code, misc legacy entities, weapon systems, basically most of the game code we dont want
Move frame crop to an attribute, fixup some compile errors
Begin stripping some combos from spritecard
Remove -dx9, -gl, -vulkan command line options which were just making non-existent rendersystems.
Remove DX9/GL rendersystems enums and any related hacks that were using them.
Don't try to drag or box select when grabbing a connection
Bump up to the max available size
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Fix volumetric fog not working
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