248,619 Commits over 3,928 Days - 2.64cph!

21 Days Ago
hooked up new light setup in code
21 Days Ago
Updating knight armour skinning
21 Days Ago
jungle_ruins_c level layout first iteration
21 Days Ago
Improve handling of empty navmesh tiles Also improve editor auto update when world bounds change. Update skinned renderers if they have physics bones Don't invoke ISceneCollisionEvents for trigger intersections Expose MeshComponent.Model Physics tool selects all rigidbodies in hierarchy Switch SSAO to use GTAO Add missing XeGTAO headers Editor buttons desaturate when disabled/readonly Shader rebuild Disable Navmesh Warning "Could not build compact data" for now Revert 7e8268d0ca, it was causing issues when selecting every other GameObject node, I don't understand what it's trying to do 🙊 Trigger exit detection only checks if there's any contacts on triggers, not non triggers Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Reenable MSAA fetching for SSAO compositing, don't use loops Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen GTAO temporal filter uses edge detection to filter out edge ghosting https://i.imgur.com/EzfclG7.mp4 Grey out tool buttons when disabled Fix asset picker when selecting cloud maps Update shaders Fix Gizmo.Control.Position returning true without it being dragged on Remove unused shit from lightbinner and make everything enums Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits Spring joint impulse checked against break limit seems to be negated? Add Joint.IsBroken Add Joint.StartBroken Add Joint.Unbreak() to activate the joint after breaking Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4 Move joint OnBreak action to breaking group Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure in Material.Lerp, normalize after lerping normals Include ReflectionTextureColor in all the layers @samzanemesis might wanna check this is the right thing to do build shaders Fix overriding SSR with a black texture when it should be initialized with a translucent one Bring back external changes detected dialog, move to interface event Assets added at runtime can be loaded into promises/missing resources again Move prefab instance reload logic out of ResourceLoader Clear selection when reloading SceneEditorSession Tweak wording on External Changes dialog to make it more clear what the options are Only ever show one External Changes dialog for a scene Add plane_large.vmdl for large subdivided plane Avoid div by zero in Gizmo.Draw.LineCylinder Fix CameraEditorTool LookAt Now keeps scene focus after look at button is clicked also keeps the camera component selected after the look at target has been picked. Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it Revert "Include ReflectionTextureColor in all the layers", it's unlikely we can manage to do SSR with roughness fast on translucents, and this causes the issue that SSR reflections from opaques will be drawn over smoke or translucents This reverts commit 8cce50baf03cd7f93e7c89c75dde46319412aff9. Initialize SSR to null on 3d skybox Material preview uses tessellated plane with vertex blends so blended materials can be previewed https://files.facepunch.com/layla/1b0511b1/sbox-dev_D8hvwjbzp3.png Don't make this struct public Try to match normal and tangent of native material editor plane Remove vfc.exe - unused prove me wrong - I want to minimize the entry points for shader compiling Remove unused mathlib class Hair Updates Merge branch 'master' into navmesh-links
21 Days Ago
Implement the same hammer highlight effect as regular building blocks when targetting upgradables. Show red if the upgrade is blocked.
21 Days Ago
Hair Updates
21 Days Ago
merge from fix_detail_metallic_map_error
21 Days Ago
Remove vfc.exe - unused prove me wrong - I want to minimize the entry points for shader compiling Remove unused mathlib class
21 Days Ago
reroll pickup particle floater text diff 3 balancing
21 Days Ago
Fix emission from being clamped
21 Days Ago
LOD fix
21 Days Ago
Light materials.
21 Days Ago
Leaderboard backup, run #15893
21 Days Ago
Added deleteEntityById convar Takes all ids provided so multiple entities can be deleted at once (eg. deleteEntityById 1143 1144 1145)
21 Days Ago
Lighting prefab with full color palette.
21 Days Ago
Ice shader: use packed textures to reduce texture sampling, and clean up GUI
21 Days Ago
Show all asset types if no search input is provided
21 Days Ago
Added a new Create Asset tool that has a search function, should be much easier to create new custom asset types compared to browsing through the massive context menu
21 Days Ago
Merge from main
21 Days Ago
runner special difficulty 2 balance spawn less enemies after boss arrives max difficulty status attribute
21 Days Ago
Fixed NRE on Arctic Pack item store page (caused from Tomaha snowmobile preview asset)
21 Days Ago
Updated rotation of preview asset for cassette recorder to show it more clearly
21 Days Ago
Added modular car radio to Voice Props DLC item store UI
21 Days Ago
Added a context menu to jump in between the client/server gameobjects of an entity (GameObject/Select Client Server Entity) Only visible when in playmode in CLIENT SERVER mode
21 Days Ago
Tentative fix for networking mine damage
21 Days Ago
merge from fix_amplify_import_times -> aux3
21 Days Ago
merge from main -> aux3
21 Days Ago
Fix amplify package reading content of every single file on initial import instead of only reading shader files - in theory will reduce full rebuild times
22 Days Ago
Work on fixing non-host stats Get rid of Stat class, StatsCollection is just a Component
22 Days Ago
Try to match normal and tangent of native material editor plane
22 Days Ago
Don't make this struct public
22 Days Ago
Current gait networked to the client Polished towing interaction conditions Cleanup
22 Days Ago
Material preview uses tessellated plane with vertex blends so blended materials can be previewed https://files.facepunch.com/layla/1b0511b1/sbox-dev_D8hvwjbzp3.png
22 Days Ago
Arena One Updates
22 Days Ago
Adjust the gesture pack store page column layout to better fit the screen when UI scale is low
22 Days Ago
Card world panel testing
22 Days Ago
Create new card button
22 Days Ago
Adjust skin ids to fix conflict with ice sculpture
22 Days Ago
Show the crosshair when looking at a reskinnable entity
22 Days Ago
Tweaked horses examine interaction so it doesn't show up when trying to pickup collectable while riding
22 Days Ago
Fixed case where IO connections would get lost on reskin
22 Days Ago
Automatic reload
22 Days Ago
Add nav blocker to arena in prep for card pickups
22 Days Ago
Horse legs tweaks Fixed steering+reversing issues
22 Days Ago
Merge from main
22 Days Ago
Switched Card.Target to Ids
22 Days Ago
Fixed some stats being wrong
22 Days Ago
Updated legacy shelter description
22 Days Ago
Error fixes
22 Days Ago
Initialize SSR to null on 3d skybox