248,626 Commits over 3,928 Days - 2.64cph!
Proper fog TAA with ping-ponging accumulation textures
Apply primitive render attributes in animatables too
ButtonAttribute pulls method name as the title if not specified. ButtonAttribute no longer includes Label, and takes up the full width. Resolves Facepunch/sbox-issues#6214
https://files.facepunch.com/CarsonKompon/2024/September/06_19-28-MurkyGopher.png
Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
Cleaned up Phrases update code
Added a button to rebuild engine.json without uploading to crowdin
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Oops bring back wrapping on normal labels
Trigger path and trigger path notify system
Added trigger to entrance and exit to Radtown
Add RunEvent<T>
Sandbox.Services update
Add Sandbox.Services.Achievements class
Menu listens for Protobuf.AchievmentMsg.AchievmentUnlocked messages
Latest api models
Add Package.GetAchievements()
Update IAchievementApi
Grab achievements when starting game
Add Sandbox.Services.Achievements.All
When stats are incremented their values are updated locally
t1 smg
- intial viewmodel base rig and anim clips
- animator
- viewmodel, entity and item prefab
- initial ironsight setup
Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
Clean: remove obsolete logs from GeigerCounter
Tests: none, trivial change
Remove VR-specific frustum stuff from volumetric fog
Get rid of redundant data
Fix another dumb error
Fix package rating exception
Add Score to PlayerAchievement
Fix Api blunders
Added scroll support to single-line TextEntry, will now scroll to caret/selection when confined by layout, Facepunch/sbox-issues#6274
https://files.facepunch.com/solw/2024/September/06_19-10-DeterminedFlycatcher.mp4
Disable clipmaps on managed code, clean up shader code
Merge from world_update_2
Fixed ocean water depth on map sometimes being misleading
Fixed Phrases update not catching everything as expected
We were missing:
- Phrases nested in struct collections
- TokenizedPhrase
It caught quite a lot of new strings, particularly tutorial texts
Update: Take marker telemetry every measurement
- Also avoid activating markers during Setup/Shutdown
- Also avoid trying to convert Undefined sampler type to "seconds"
Without these changes perf telemetry was too coarse(1 total value for all measurements * iters)
Tests: Ran it for existing bench tests
Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps
One lightbinner per volumetric fog rather than creating it every frame
Start removing fog clipmap rendering, there are better ways to do this and it's massive
Remove FSM tags, exhaustive transitions turn out to be easier to debug and manage
Particle system changes
Added:
Set child control points from particle positions - set orientation
Set control points from particle positions
Set per child control point from particle position
Remap Distance Between Two Control Points to Scalar - output is scalar of current value
Remap Distance Between Two Control Points to CP
Remap Percentage Between Two Control Points to Scalar
Remap Percentage Between Two Control Points to Vector
Set Control Point To Player - Use Eye Orientation
Set CP Offset to CP Percentage Between Two Control Points
Cull when crossing sphere
Fix some compile warnings (Hammer)
Ported even more particle operators from CS:GO
C_OP_SetControlPointToImpactPoint
C_OP_RemapSpeed
C_OP_RemapCPtoVector
C_OP_RemapBoundingVolumetoCP
C_OP_RemapVelocityToVector
C_OP_RemapCPVelocityToVector
C_OP_RemapAverageScalarValuetoCP
C_OP_RampScalarLinear
C_OP_RampScalarSpline
C_OP_RampScalarSplineSimple
C_OP_RampScalarLinearSimple
C_OP_NormalLock
C_OP_SetControlPointRotation
C_OP_SetCPOrientationToDirection
C_OP_LerpVector
C_OP_LerpScalar
More csgo particle operators
C_OP_RemapControlPointDirectionToVector
C_OP_NormalizeVector
C_OP_RotateVector
C_OP_ClampScalar
C_OP_ClampVector
C_OP_InheritFromParentParticles
New CS:GO particle initializers
C_INIT_OffsetVectorToVector
C_INIT_RemapSpeedToScalar
C_INIT_NormalAlignToCP
C_INIT_NormalOffset
C_INIT_SequenceFromCP
C_INIT_InheritFromParentParticles
C_INIT_RemapInitialDirectionToCPToVector
C_INIT_RemapInitialCPDirectionToRotation
implement particlefield_rotation selector for PET
WIP: Only allow opening editable action graphs
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
Increase player speed a tad
Player does roll animation when hitting ground from a dive
Adjust Player Movement
Don't force player to look in camera direction when not moving
Added incredibly basic wall jump
Move movement tweaks
Improved Wall Jumping - Slide down walls, grabbing a wall while falling fast will slow you down first, doesn't consume double jump when it shouldnt
Improved Dash Ability
Funny Dive Animation for the Dash Ability
https://files.facepunch.com/CarsonKompon/2024/September/06_12-54-ForthrightArabianwildcat.mp4
PlayerDresser
Variable Jump Height depending on how long you hold A/Space after jumping
Change Dash to X on controller since that's a bit more intuitive
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
These convars don't do anything or are redundant, some notes for tiled rendering in the future
gibs and guides for frontier gates and walls
Test rendering asset thumbnails as animated images, see if it works
Means we're not loading an asset when you hover over something.
Works nicely but not sure about thumbnail generation times or cached
thumbnail sizes
https://files.facepunch.com/alexguthrie/1b0611b1/NVIDIA_Overlay_4Y9sYV1MfZ.mp4
Revert "Add ActionGraph.SourceLocation"
This reverts commit 413f3e3e213f3e31114cc585e89d2dd288a5366c.
Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics
Refresh diagnostics when saving an Action Graph
Only Show() each Action Graph MainWindow once
Resolve Action Graph source prefab
player update. added rifle stance walk anims to the neccessary weapon holdtype override controllers
player update. exported rifle stance walking anims
Bugfix: Don't record GC data from Warmup runs
Fallout from my first patch
Tests: ran new perf tests with warmup, observed no allocations being recorded(as expected)
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cinderblock scale updates
Leaderboard backup, run #
13741
Get achievement list with full package get
Update api
Lets have achievement lists on their own call actually
Lets expose this logic through the AchievementService instead
Add ActionGraph.SourceLocation