251,220 Commits over 3,959 Days - 2.64cph!
FPArms: added raise/deploy anim for punching, updated right hit 01
Rename m_SboxCleanupFilterCallback
Remove duplicate code
#define LIGHTMAP_QUERIES
Cleanup
Fixed everything defining its own RenderAttributes accessors, fixed Compute sharing main render pipeline's attributes
East river fixes for new splats
Community voted against the Physics. namespace
Fix comments pointing to old physics classes
IRenderContext to engine, removed ConstantBuffer stuff from gameglue - avoided AllocHGlobal
Setup Global.PhysicsWorld properly
Exposed hotload skip attrib and callback interfaces
Deleted empty INotice.cs
Added cl_hotload_log and sv_hotload_log console vars
Fixed possible NRE when setting up console vars
SkipHotloadAttribute now supports properties
Fixed hotload test assemblies having wrong package ID
Replaced hotload callback interfaces with IHotloadManaged
Destroyed() returns a state dictionary that is passed to Created() in the new instance
Don't let Hotload see some sensitive fields
IHotloadManaged.Destroyed() now passes in a dictionary ready for use
Updated checkpoint hammer helper
Fresh start on wooden gaps
New handle system, move physics to engine, delete IManagedContext, EngineVersion++
Exit properly if there were problems with the assembly
Removing obsolete stuff
Move ELightShadowMode to engine
Handle fixes
new wheely bin files and prefab
Initial resolution scaler
Cleanup resolution rescaler
Recompile passthrough shader
Merge pull request #172 from Facepunch/internal-res
Preliminary internal resolution scaling
Exposed hotload skip attrib and callback interfaces
Deleted empty INotice.cs
Added cl_hotload_log and sv_hotload_log console vars
Fixed possible NRE when setting up console vars
SkipHotloadAttribute now supports properties
Fixed hotload test assemblies having wrong package ID
Replaced hotload callback interfaces with IHotloadManaged
Destroyed() returns a state dictionary that is passed to Created() in the new instance
Don't let Hotload see some sensitive fields
IHotloadManaged.Destroyed() now passes in a dictionary ready for use
Recompile passthrough shader
Cleanup resolution rescaler
Initial resolution scaler
Updated Citizen blendshapes. Updated Citizen AO now you can sometimes see the inner lip
TreeNodes support context menus, added context menus to asset browser folders
Create in folder options
Loading screen can access game/map packages
Don't let Hotload see some sensitive fields
Add Label.Indent, Label.Margin, Label.Alignment
Add AssetType.Icon128
Add Widget.ReadOnly
Add OneWayBind
Added Asset.Compile()
Asset Inspector basics
Fixed ArgDelegate.FromInterop ignoring the second argument for native code
Fixed obsolete warning in AnimEntity
Stubbed out QBrush and QPen so we don't actually use them
Rename CDataModel to CManagedDataModel because it's creating confusing conflicts
Added SceneWidget
Fixed selfillum bleeding on studio light projector
Animgraph: Allow zooming while dragging a connection
Make IgnoreAssetDirectory more robust so it doesn't ignore folders like "objects" because it has "obj" in the string
true & false are now valid values for convars
Add ability to toggle SDF reflections in the settings menu
Add ability to toggle SDF reflections in the settings menu
Rebuild sbox_glass, recompile glass material
updated prefab, textures/materials
updated door prefabs, added nav blocker to some existing breakable (created new ones), added parameter to cctv/projector prefab
glass material/texture pass
added pebble alpha trim
fixed normal on riverbed texture
Use a better cvar name for reflections
Add video setting for water ripples
GameTask.CompletedTask and GameTask.FromResult<T>
Add generic return type to GameTask.FromResult
Hammer: Add zooming and panning to fast texture tool so it's a bit more usable https://files.facepunch.com/layla/1b1211b1/sbox_TQOriGr5yY.mp4
Hammer: Experimental support for baking tilemeshes when exporting selected object to model https://files.facepunch.com/layla/1b1311b1/sbox_TgbMC0BNya.mp4
Set additive blending feature to be in the correct section, allow features.minimal to be compiled again
model/ prefab update for breakable/navblock
Move from invscale to scale
Just set it to /texture/ maybe?
Build the collision shape on the client again
Added Map.BuildCollisionInThread and set to true
Started work on dynamic chunk loading/unloading
Implemented ChunkViewer
Update TorchLight / SunLight in the full update thread and use ConcurrentQueue
Only send chunks that have completed their first full update
Added ChunkGenerator class. Added PerlinChunkGenerator class. Added Map.IsInfinite and Map.SetMaxSize.
Implemented SetMaxSize properly. Set it to 256, 256, 128 as it was before to test
Merge pull request #4 from Facepunch/stream
Stream
Added ChunkGenerator class. Added PerlinChunkGenerator class. Added Map.IsInfinite and Map.SetMaxSize.
Implemented SetMaxSize properly. Set it to 256, 256, 128 as it was before to test
Foam texturing improvements
Viewmodel shadows on mixed shadows 🙏
Cleanup lightcomponent, reenable shadow fading
Remove unnecessary debug pragmas
Only send chunks that have completed their first full update
Update TorchLight / SunLight in the full update thread and use ConcurrentQueue
Consider mixed light shadows for atlas downsampler too
Add cvar to maximum mixed light shadows, make a lot of this clientside
Add option to render mixed shadows only on viewmodels
Fix self shadowing on dynamic objects with mixed shadows
Add helper method to get the wanted shadow sampler given the context, clean up code
Pass viewmodel shadow sampler on the shader side
Started work on dynamic chunk loading/unloading
▍▅▇ ▇▇▇▅▆▌ ▄▌▅▍▅▄▍▆ ▋▌▋▉▉▊▊▆▅ ▇▋ ▅▉▌ ▆▄▆▌▊▅▍█ ▄▌█▊█ ▋▊▌▊▍█▋▇▄ ▌▅▇▉ ▋▅▆▄█▄▆▅ ▉▅▊▇█▋▆ ▆▋ ▍ ▄▍▅▌▉▇▊
Minor wording clarity edit
Show a magnet crane controls game tip each time a player mounts it.
Magnet crane uses 25% less fuel at full throttle if not holding anything.
So,
Idle: 4/min
Full throttle empty: 15/min
Full throttle loaded: 20/min
Original behaviour, always 20/min.
Magnet crane now uses 80% less fuel (20% as much fuel) at idle. Uses existing amount of fuel at full throttle. Should allow more learning the controls without rapidly burning through fuel.
Rearranged Magnet Crane code into Base/Client/Server files.
Moved MagnetCrane code files to the code area of the project
Re-enabled bump animation, no improvements to the code yet.
Fixed snowmobile water sloshing sound when initially spawned outside of player range
Snowmobile engine audio now correctly takes the spin slip calculation into account. Enables more "Petur-style" RPM when attempting to climb hills etc.
▆▍▊▄ ▇▋▆ ▋█▍▊▉▇ █▇ ▄▉▍ ▉▉▅ ▌▋▋▅▄▌▍▅ ▊▌▇▊ ▍▍▅▄█▊▌▇█▇
▆▍▍▄▉ ▌▍██▄ ▉▍▇▅▌▌ ▇▌ ▇▉▋▅ ▆▍▇█▅▄ (▅▇▋▅▊▉ ▉▋▅▍ ▇▄▅▆▇, ▇▄▄▊ ▄▅▉▆▍▄ ▌▊▄▊ ▄▊ ▄▊▍▇ ▅▇█▆▌▉▄ ▊▇▉▆█▉▋)
▍▌▇▋▅ ▌▉▄▌ ▄▌▍▉▅▅ ▆▇▇ ▆▌▆▍ ▊▋ ▌█▅▍▍ ▇▌█▄▆▊▅▇▆ ▉▅▌▄▉ ▇█▍ ▄▍▉▄▆▌▅
▋▉▄▆▉ ▍▋▊▊ ▄█ ▆▇▌▆█▄▍
▊▊▍▋▍ ▌▋▆▇ ▉▍▋▊▍▊█▅ ▇▉▅▍▊▊
█▄ █ ▄▇▌▌█▅ ▆▍ ▊ ▅▆▋█▆▊▅ ▋▅█▄▋ █▋▌▇ ▍▇▇▋▄▄▉▋▉ ▌█▇█▅ ▌▉▋▆ ▉▆▇▌ ▆▉▌ ▌▉▍▍▊▉▉ ▄▉█▋ ▌▆▉ ▄▋▄▍ (▇▅▌▇▍▊▉▄▆ ▆▊▍▅▅▌▍ ▆█▉▋▌▇ ▍▇ ▍▋▄ ▋▉▊█▉▇▍, ▌▇ ▄█▉▇█ ▊▇▇█ ▉▇▊▄ ▆▇▊▅▆▄▄ ▅██▆ ▉▌ ▉▉▋▅▊▅▆)
█▍▋▍▆ ▇▅▄▊▍▇▇ █▊▆▇▌▇▅▌▌ ▆▉▄ ▇▋▊▅▌▉▇▍ ▆█▉▇▊▊▍▍ ▍▍▉▉▄▌ ▅▅ ▆▅▍▋▉ ▆ ▇▆▇▊▉█ ▊▄▆▅▊█▅▍▅
▌▊▅▇▆ ▍▍▊▄▄█▉▉▌▊▉.▉▇▍▅▇▄▍▅▉▆▍▋