243,524 Commits over 3,898 Days - 2.60cph!
merge from main -> analytics_server_profiling
Suspension fix, doesn't break snowmobile suspension anymore but still works for bikes
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Trace movement 0.5 units off the ground to avoid getting stuck
Move history gizmos
https://files.facepunch.com/ziks/2024-05-19/sbox-dev_IeWUbs4lJv.png
Use sphere traces for movement
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Do an initial clear initialization on FindOrCreateFrameBufferScratchTexture to make sure the data is not garbage, should fix SSR accumulation artifacts specially on multiview
UI-only clears should respect if ( r_ui.GetBool() ) as also per sbox/issues/1575 , will check to make this a clear layer rather than a render layer
Don't html encode comments
Add this function back, someone was using it
Rework polygon mesh to have texture coords the same as hammer, coords can be computed by params and params can be computed by coords. This allows texture wrapping to be identical to hammer. https://files.facepunch.com/layla/1b1911b1/sbox-dev_eGxR8MTpVC.mp4
Delete ILobby
Add softsplit.donut to codearchive test
Leaderboard backup, run #
11874
Use intermediary texture to avoid collision in filtering generated cubemaps, this should fix the cubemap corruption in certain hardware
Modified the launch site scene
- a few generators & the overhang on recycler building were overriding the RendererLOD state to 100m
Fix dockwall_stairs_600 missing a material causing the top to look transparent
List libraries on front page
Put reviews on their own page
Hide empty namespaces in api/all
Basic api search
Fix Project.HasCompiler logic to look for any compiler (resolves sbox-issues/issues/5531)
Fix ticket booth windows going opaque past 60m
Fix pillar in front of triple boost building being culled past 75m
Set culling to 300m on tire stack, launch site grills in front of rocket building, walkways up the back, pickup truck
Fix green card room windows going opague <300m
Min 300m culling for all the pipeline prefabs used in launch, the crate cover & the planters
Add `minDistanceMultiplier` to RendererLOD to prevent mesh.quality scaling down LODs for low settings
- fixes windows becoming opague at low graphics settings
Apply min LOD scaling of 100% to all the prefabs with windows (airfield towers, launch site warehouses, launch site rocket building)
beard adjustments / fixes
Fix windows of rocket puzzle building becoming opague past 60m
Fixed not seeing gaps in windows in launch site warehouse buildings past 100m
Fix not seeing gaps in airfield tower windows in launch site by increasing LOD1 from 40m -> 350m
Fix a bunch of prefabs inside launch site that cull at 100m - 200m -> 300m (network range)
Add CompilerName and AdditionalFiles to CodeArchive
Add CompileCodeArchive test
Remove model check in CMeshSystem::ChangeModel, this function needs to run even if it's the same model for model reloads
Leaderboard backup, run #
11850
We could actually interpolate the body transforms on the client like this
Don't cache null types in AssetType.FromExtension. Fixes GameResource assets not appearing in projects that use libraries.
Fixes Facepunch/sbox-issues#5498
Configurable sensor range
We need to change the depth clear value from 1->0 (in 3 different places of course)
Recompiled core shaders
renderdevicevulkan: enable reverse depth
Reverse the DepthFunc on all shaders GREATER <-> LESS
gizmo_grid: reverse manual depth bias
Graphics.PrepareTextureForUse -> Texture.MarkUsed (Doesn't need a graphics context now)
Terrain marks all its textures as used for streaming - this could be done more intelligently in the future with certain regions only using certain textures
Fix sbuffer packing
Fix errors
TerrainMaterialEditor autofills _normal _rough etc etc
Basic height blend
https://files.facepunch.com/matt/1b1711b1/sbox-dev_0JNrWPuC9N.png
Clear any old slack levels when poolin a new a wire
Fix translucency being fucked on S_MODE_DEPTH without MSAA enabled, make depth fast path actually be faster on it, we don't have coverage to alpha without MSAA so we need to do this manually on vulkan, reference this for sbox/issues/1543 as well
https://files.facepunch.com/sampavlovic/1b1711b1/Untitled2.png
latest blunderbus viewmodel anims export
add setting to lock scene camera rotation
fix incorrectly sized gizmo hitboxes in ortho view
replace remaining direct scene camera transform accessors
tweak sprite gizmo hitbox scale in ortho views
Detect nearby explosive ammo hits