250,358 Commits over 3,959 Days - 2.63cph!
persistance++ (Blueprint wipe)
merge from forest_density_testing - needs more testing but will tweak as needed
Raised excavator spawn priority
S2P
Use our own interop bindings for OpenVR, grab interface from engine
Refactor VROverlay, just set stuff once in property setters instead of in render thread
No need for a separate MainMenuPanel impl for VR, just make a VROverlayPanel of it
Restore viewport after rendering in VROverlayPanel
Simulate VR overlay mouse position properly from scale
No need to mark PP Material as static
I should learn to spell Vignette properly
Added a button to spectate a player in the player info panel of the server admin F1 tab
Hide hero interaction elements when using main menu navigation.
Adjusted title texture position.
Merge from first person spectate
Add support for the title field of hero ads to use a url (500x500)
I investigated why snowmobiles constantly jitter but modular cars don't. Swapped parts around until I eventually determined that tall vehicles don't jitter, but short ones do. For instance, a modular car with only a flatbed would jitter, but a car with only a cockpit wouldn't, even if it used the flatbed entity script. Swapping the world colliders around made the difference. There are no bounds-based checks for vehicle physics in our code, so I looked at what Unity might set internally based on the collider setup. Rigidbody centre of mass was being set correctly, but we didn't set inertiaTensor. I've set an inertiaTensor here manually based on the one Unity calculated from a taller snowmobile, and it successfully removes the jitter. Ideally, we should do a similar solution for modular cars in case we ever add something like a low open cockpit, but I'll need to come up with a way of getting good inertia tensor values manually.
Post-processing stack
Pass color/depth buffer to managed post process instead of requesting a copy
Initial work for standard post process shader
Grain
Vignette
Chromatic Aberration
Lens distortion
Keep vignette on top of the lens distortion
Example post processing shader
Color overlay with additive, multiply and mix blending
Panini projection
Make vignette color customizable
Pixelate
Single pass motion blur
Blur post processing
Depth of field
Sharpen
Compiled post processing shader
Fix post processing offset and scaling
Initial work managed post processing stack
Added DOF quality for faster single pass dof
Compiled post process with dof quality
Allow for more than
65565 single shader variations based on dynamic combos
Add setting helper for standard post processing shader
Passthrough/Copy texture shader
Update example post processing shader
Deprecate render.postprocess, rework post processing to support layers, automatic ping pong buffers, Automatically clear stack
Remove render.postprocess event attribute
Improved panini projection
Introduce PostProcess.AddGenericToStack for simple post processing
Simplify post process setting setter
Ability to fade properties in or out
PostProcess.AddToStack -> PostProcess.Add, BasicPostProcess -> MaterialPostProcess, IPostProcess.PostProcess -> IPostProcess.Render
Fix viewport offset for post processing with new system
StandardPostProcessing animation helpers
Mask view model from motion blur, Set some nicer default settings
Ability to animate from the current set value
Compile post processing shader
Rework managed post processor
PostProcessing Settings, Add configurable and non configurable options, update basic pp
post_process -> postprocess
Update postprocess path
Settings iteration
Axe SetSettings
Remove Set/GetPostProcessingLayerCount
Allow creation of render attribute objects
Cleanup cpp side of renderer
Move post process to global name space
DrawScreenQuadEx for rendering with custom attributes
Rework standard post process to use its own attributes
Shift from IPostProcessRenderer to BasePostProcess
MaterialPostProcess now derives from BasePostProcess
Remove configurable variant
Move blit to post process constructor
Remove IPostProcessRenderer, move pp init
Update shader paths
Compile postprocess_standard
Update all paths for standard shader
Added grain lut
Merge pull request #108 from Facepunch/post-processing
Rework post-processing and introduce post-processing stack
Post-processing stack
Pass color/depth buffer to managed post process instead of requesting a copy
Initial work for standard post process shader
Grain
Vignette
Chromatic Aberration
Lens distortion
Keep vignette on top of the lens distortion
Example post processing shader
Color overlay with additive, multiply and mix blending
Panini projection
Make vignette color customizable
Pixelate
Single pass motion blur
Blur post processing
Depth of field
Sharpen
Compiled post processing shader
Fix post processing offset and scaling
Initial work managed post processing stack
Added DOF quality for faster single pass dof
Compiled post process with dof quality
Allow for more than
65565 single shader variations based on dynamic combos
Add setting helper for standard post processing shader
Passthrough/Copy texture shader
Update example post processing shader
Deprecate render.postprocess, rework post processing to support layers, automatic ping pong buffers, Automatically clear stack
Remove render.postprocess event attribute
Improved panini projection
Introduce PostProcess.AddGenericToStack for simple post processing
Simplify post process setting setter
Ability to fade properties in or out
PostProcess.AddToStack -> PostProcess.Add, BasicPostProcess -> MaterialPostProcess, IPostProcess.PostProcess -> IPostProcess.Render
Fix viewport offset for post processing with new system
StandardPostProcessing animation helpers
Mask view model from motion blur, Set some nicer default settings
Ability to animate from the current set value
Compile post processing shader
Rework managed post processor
PostProcessing Settings, Add configurable and non configurable options, update basic pp
post_process -> postprocess
Update postprocess path
Settings iteration
Axe SetSettings
Remove Set/GetPostProcessingLayerCount
Allow creation of render attribute objects
Cleanup cpp side of renderer
Move post process to global name space
DrawScreenQuadEx for rendering with custom attributes
Rework standard post process to use its own attributes
Shift from IPostProcessRenderer to BasePostProcess
MaterialPostProcess now derives from BasePostProcess
Remove configurable variant
Move blit to post process constructor
Remove IPostProcessRenderer, move pp init
Update shader paths
Compile postprocess_standard
Update all paths for standard shader
Fix wheel calc on snowmobile too
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Fixed modular car wheel method issues
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Split up input page, working on separate bindings for different styles
Refactoring input action sets
Add unicycle model for dev, adjust ragdolling
Show position in debug, fix losing ground when leaning
Bit of cleanup
Fix checkpoints not always setting
Leaderboard model, entity, world panel
Secret front wheels. Realmed remove setup.
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Working on snowmobile physics
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excavator signal computer WIP
Change MLRS username overflow mode from Ellipsis to Truncate, since the font we use now has no ellipsis.
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2.5x increase in excavator production rate
Watch tower decay, health and craft time tweaks
Table craft price changes - no longer need metal fragments
Fixed missions UI enabled on first open and requiring double click to close
Iron fences - 32,64,128 sized iron fences and post
Merge branch 'master' of sbox
Fixed issue with wrong text color on station screen weapon item list
Implemented team switching functionality to the scoreboard
func_shatterglass: Fix being able to walk through physics enabled unbroken glass & Do not despawn large glass pieces
Adjust wood break plank sound to not be so loud
Adjust glass impact sound volume
Glass surface has sounds
Add lift vertex color under cursor for paint tool https://files.facepunch.com/layla/1b2411b1/oV4oWcyObW_Trim.mp4
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