238,093 Commits over 3,837 Days - 2.59cph!
Fixed rear wheels not moving
Fixed indicators
Vendor now destroys road signs that it comes in contact with
a start on set dressing the storage warehouse.
Adjusted wheel collider values. Appears to be more stable overall
Generate AssemblyDefinitions
Added cuffs specific wounded anim, hooked up in override controller
tdm map
Further adjustments to the layout and design
Merge branch 'main' of sbox-hc1
Dont force network update every fixed update. Seems to provide better results at first glance
Move "Invalid model scale" warning to PhysObj creation
Fixed warnings about bone access on player death
Fixed case where particle materials would end up with artificial refcount
Free font textures/materials when registering new fonts
This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating.
Client now eliminates unsuitable mountables for force mount radial menu show check.
Component editor
Added type definition records
Property, Method emitting
Emit events
WIP generate AssemblyDefinitions
Default ambient color on SceneThumbnails
Add padding to buffer
Fix IBL not applying to transmissive
renderdevicevulkan: enable reverse depth
Reverse the DepthFunc on all shaders GREATER <-> LESS
gizmo_grid: reverse manual depth bias
We need to change the depth clear value from 1->0 (in 3 different places of course)
Recompiled core shaders
Fix r_depth_debug
Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it
https://files.facepunch.com/sam/1b0711b1/tt3.png
Readjust depth bias on debug shaders for reverse depth
Fix shadow in reversed depth
https://files.facepunch.com/sam/1b0711b1/tt2.png
Adjust depth bias for gizmo shaders for the increased depth precision
Tiled light culling with reverse-z
SSR with inverted z ( Way more stable )
Fix (3D) Skybox with inverse depth range
Fix SSR backtracing on reverse depth
Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner
DoF with reverse depth
Shaders for reverse depth
Fix glass and decal overlays depth bias
Shaders with depth bias fixes
Add shadow depth bias on matrix
Compile UI shaders for inverse depth
Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean
Fix SSR backtracing and confidence check ( and Depth::GetLinear() )
https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png
Update shaders
Update Zio to 0.18.1
Fixes Facepunch/sbox-issues#5683
handcuffs 3p animations updated
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Fix load/delete window layout menus being swapped around (lol)
Default ambient color on SceneThumbnails
Null checks on Scene.AmbientLightColor
AmbientLight component is killed, update Obsolete documentation
Add padding to buffer
Fix IBL not applying to transmissive
Failing test for watching a SubFileSystem involving case sensitivity
Watcher events get silently discarded if all conditions are met:
* SubFileSystem was created with incorrect case
* Changed file path includes a ~
* Any segment of changed file path is short enough to possibly be a SFN
Avoid calling Path.GetFullPath for already-rooted paths
Fixes TestSubFileSystem.TestWatcherCaseSensitive
Use a ManualResetEvent in TestSubFileSystem.TestWatcherCaseSensitive
A bit friendlier for CI runners
Refactor FileSystemWatcher tests to use ManualResetEvent
As requested in xoofx/zio/pull/92#discussion_r1648812981
Merge pull request #92 from Facepunch/fix/sub-watcher-case-sensitive
Fix SubFileSystem watcher (sometimes) silently discarding events
Merge pull request #93 from Facepunch/fix/watcher-test-wait-handles
Refactor FileSystemWatcher tests to use ManualResetEvent
Prioritise potential mount targets by distancer
Redirect mount requests to any vehicle-parent when force mounting a player.
Horse mount logic for restrained players to match vehicles (passenger only, never driver)
Refactor FileSystemWatcher tests to use ManualResetEvent
As requested in xoofx/zio/pull/92#discussion_r1648812981
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raccoon
fix ui, microwave
AfterCardMoved event
rock
bear
detective
crystal ball
snake
rose
bell
Fixed RF receiver gibs scale
merge from searchlight_fixes2
Fixed vending machine screens not showing anything
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Remove AmbientLight component, just pass to scene, make it a property
Handbrake system to help prevent tipping over when first spawned
Swapped collider checks from vis.colliders to overlapspherenonalloc to try and pick up electric poles
Better error messages for when the vendor doesnt spawn
Use proper 0-1 input for move_bob instead of 0-100
Story UI Interact Input
Handle and display level correctly on world panel
Prefabs
Fixed missing override on server build
Fixed some IO prefabs missing their main power slot input
Only check the IO prefabs that need a main power slot
Codegen
VehicleChassisVisuals work around
Initial work on force mounting restrained players
ocean wreck buoy blockout
yeeeeeaaaah buuooooy
Fixed some more compile warnings
Bump game_text max duration to 1 hour
Block scriptenforcer.net as it's being abused now
Default "skill" to 2 (normal)
Fixed a crash to do with soundscapes after map cleanup
Fix "skill" cvar affecting non NPC damage to player
Merge scripts/talker/* with episodes
Fixed gamemode resetting after playing and leaving Sandbox, and starting a new server on a different gamemode
Let's try adding a Discord webhook on build finish
Move notification step to deploy job, propagate to other branches as well
Gravity Gun doesn't delete Physics Objects it didn't create
Give debug name to physics objects created via Lua & models scaling
For Lua functions, will be the function name that created it, for scaled physics objects - model name + scale
Fixed NPCs spawning sprites sometimes causing artificial refs on the material
Hammer support for sent_ball
To serve as another example of Lua entity in Hammer
Use a ManualResetEvent in TestSubFileSystem.TestWatcherCaseSensitive
A bit friendlier for CI runners
added 12g shell eject for Spaghelli
needs work still
added 12g_eject
might need cleanup
Add some missing game setup components to fps_testing scene
Reduce gap between chat entries
Added an editor test checking that all player IO prefabs have a main power slot input