248,626 Commits over 3,928 Days - 2.64cph!

4 Months Ago
Proper fog TAA with ping-ponging accumulation textures
4 Months Ago
Apply primitive render attributes in animatables too
4 Months Ago
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
4 Months Ago
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
4 Months Ago
Cleaned up Phrases update code Added a button to rebuild engine.json without uploading to crowdin
4 Months Ago
TAA stub
4 Months Ago
Start work on FFA
4 Months Ago
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4 Months Ago
Oops bring back wrapping on normal labels
4 Months Ago
Trigger path and trigger path notify system Added trigger to entrance and exit to Radtown
4 Months Ago
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
4 Months Ago
t1 smg - intial viewmodel base rig and anim clips - animator - viewmodel, entity and item prefab - initial ironsight setup
4 Months Ago
Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
4 Months Ago
Clean: remove obsolete logs from GeigerCounter Tests: none, trivial change
4 Months Ago
Remove VR-specific frustum stuff from volumetric fog Get rid of redundant data
4 Months Ago
Fix another dumb error Fix package rating exception
4 Months Ago
Add Score to PlayerAchievement Fix Api blunders
4 Months Ago
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
4 Months Ago
Disable clipmaps on managed code, clean up shader code
4 Months Ago
Merge from world_update_2
4 Months Ago
Fixed ocean water depth on map sometimes being misleading
4 Months Ago
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
4 Months Ago
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
4 Months Ago
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
4 Months Ago
Remove FSM tags, exhaustive transitions turn out to be easier to debug and manage
4 Months Ago
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
4 Months Ago
WIP: Only allow opening editable action graphs
4 Months Ago
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
4 Months Ago
Increase player speed a tad
4 Months Ago
Player does roll animation when hitting ground from a dive
4 Months Ago
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
4 Months Ago
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
4 Months Ago
gibs and guides for frontier gates and walls
4 Months Ago
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
4 Months Ago
Revert "Add ActionGraph.SourceLocation" This reverts commit 413f3e3e213f3e31114cc585e89d2dd288a5366c.
4 Months Ago
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
4 Months Ago
player update. added rifle stance walk anims to the neccessary weapon holdtype override controllers
4 Months Ago
player update. exported rifle stance walking anims
4 Months Ago
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)
4 Months Ago
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4 Months Ago
cinderblock scale updates
4 Months Ago
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4 Months Ago
Leaderboard backup, run #13741
4 Months Ago
Update map + scene
4 Months Ago
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
4 Months Ago
4 Months Ago
Add ActionGraph.SourceLocation