251,653 Commits over 3,959 Days - 2.65cph!
Register swapchains as procedural allocations x2
Remove unused from SceneSystem
Add ManagewdRenderPipeline.SetupWorldViewAttributes
Add callback to allow setting viewattributes for a scene from c#
Comments
Shouldn't need this now
setup a save file for testing.
Only copy fog attributes on RenderScene
- Fixed controls working while magnet crane is still starting its engine
- Completed magnet flag TODO
Revert "Register swapchains as procedural allocations"
This reverts commit 289fd4e86ee1a87e7acae60d7cef095195e68482.
Allow blendable shader to set world mapping
Register swapchains as procedural allocations
fixes assertion on game close
Multithread DXT compression
Swap BC7 encoder and multithread it
Breaking up logic
Merge pull request #194 from Facepunch/texcompile-speedup
Multithreaded texture compilation
EditorToolSelector -> SimpleRadialMenu
Added Save World and Load World options to the radial menu (only Save works right now)
▌▇▌▅▉ ▍▄▇ ▍▅▇▋ █▄▉▇ ▊▌▊▉█▌▄ ▆▌▇██▍
Update to GameServices.SubmitScore
Improved accuracy when raycasting at steep angles by decreasing the orthographic size
Revert timeout and colour changes for testing
Simplified magnet crane steering code - use torque force only
Cleanup command buffers when quitting the game (probably not an issue in builds)
Magnet crane brake power increase + minor code edit
Set write defaults to false on upper body reload and attack animation states, fixes foot wiggling due to incorrectly populated IK weights during transition
▉▆▄▆▅▋ ▋▇▆▄▄ ▋▌ ▋▋▊▋▅▆ ▅▊ █▊▇█▇▇▋▄▇ ▆▅█ ▌██ ▊▆ ▊▇▆▍▄▍▍▇▍█▌ ▋▄▉▍▉▉▅
Magnet crane rigidbody edits
Any player input now starts the magnet crane engine, not just W. Added IsAnyDown() method to the InputState class.
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
Keep magnet crane physics always active. Fixes the crane sometimes misbehaving and hovering into the air, teleporting etc, but only if nobody is looking at it. Seems to be related to sleeping physics + something with the animator?
Conditional Reflex UI fixes
Reset player animator walk values so the player doesn't walk in place in the workshop upload scene
Don't let ESPPlayerInfo entries get stuck in the queue
updated player keycard override controller with same idle pose as other weapons
fixed feet glitch on player attack intros
Edge stitching in convex decomposer
Disable the Magnet Crane Animator when its Rigidbody sleeps.
- Fixes the crane mostly not sleeping (wakes soon after it's put to sleep).
- May fix the crane doing crazy movements when it does manage to sleep.
Added SetPosition inputs to DoorEntity and PlatformEntity
Updated dynamic_door_generic animgraph to allow setting position at any time
Using ent_text on an entity will now also display its map IO for targeted debugging
PathPlatformEntity works better with map cleanups
Merge branch 'master' of sbox
FPArms: more finger adjustment layer stuff + fixed stray vert skinning on ring fingernail
Edge stitching
Handle very small intersections
Mesh plot script
FPArms: fixed incorrect bone markup + added example pistol mesh (rescaled)