243,021 Commits over 3,898 Days - 2.60cph!
BaseCombatEntity.Hurt uses pooling for HitInfo
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merge from qol_rotate_vending_machine
merge from tutorial_gun_unlock
merge from mission_improvements_may_24
restore
96033 mission_improvements_may_24
Add Rick's spaceship model
Fixed bullets colliding with dead players, collision problems w/ players
Don't show health bar if at max
This all sucks but pushing it to have it as back up
Add ability to scope input hints
https://files.facepunch.com/devultj/1b1811b1/sbox-dev_05o2cfn6aa.png
ComponentTypeSelector: don't allow left arrow navigation if trying to name component
Reduce parallel cubemap updates on load, we allocate a new lightbinner for each new parallel view and each of them allocates a lot of new GPU buffers when they should be shared, I'll revisit this after shadowcache
Item / ItemManager use pooling
Add player damage FX, health bar
subtract mission_improvements_may_24 - compile fix
Remove all atlas downsampling bullshit, not even being used
Backport shadowcache from CS2
merge from mission_improvements_may_24
Use assets folder when collecting files for manifest
Don't add asset browser node for projects without assets
Don't collect assets from projects with no assets folder
Don't save the project list in editor, only save the project list when adding from launcher
Fix ProjectSettings path resolution, rename Project.Path to Project.ConfigFilePath
Error fix
merge from minigun_fixes_may_24
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Added profiling and stat command to investigate potential zone leaking.
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Add TryUnstuck to Player movement
merge from patrol_helicopter_health_reset
Moved Editor folder, updated .gitignore to reflect new changes
Eliminated BaseCombatEntity.Hurt GC alloc
Fixed BaseProjectile.DelayedModsChanged profiler sample mismatch
some walkways set model fixes (sg's, holes)
better staircases for radtown storage building large
s2p
GPU Shadow Culling (#1523)
---------
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
Remove all atlas downsampling bullshit, not even being used
Was accidentally creating new lightbinner (without light info I needed too) every frame :S CSceneSystem::GetLightBinnerStandard() is "FindOrCreate" while from CSceneView actually gets the actual one
GPU Shadow Culling
POC: Don't render shadows that are not visible by GPU depth bounds
sc_show_rejected_lights
enum support for VFX HLSL
We dropped DX11 support so we can support it without a worry
microsoft/DirectXShaderCompiler/wiki/Language-Versions#hlsl-2017
r_gpu_shadow_culling cvar, parallelize static light visibility tests
Cone intersection for tiled light culling
Bloat cones a wee bit, still do sphere culling for point lights
Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights
https://i.imgur.com/JwxhgOJ.png
Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled
Cast shadows of non culled lights, not culled lights.. wtf?
Only debug draw actual shadow casters, add spot light debug drawer
Fix debug views for dynamic lights, update comments
Fix debug views for dynamic lights, update comments
Leaderboard backup, run #
11130
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Fix target detection triggers for turrets on nexus ferry being very far away from the turrets
Fix foundation not replacable under a roof
- ensure foundation can't be placed clipping into roofs
https://files.facepunch.com/jakerich/DiEvbg8FtDsQvCkQ/ZXt1WMKFWMUmUu0d.png
https://files.facepunch.com/jakerich/ba6PAFGqdbJdQgs8/xFa89R274Dbx7H8o.png
Fixed reload option when selecting a minigun in the inventory not translating properly
Adjust prompt on minigun reload tip to mention workbench lvl 2/3
Award tutorial gun achievement when opening the rate rather than via physics trigger, should be more reliable?
S2P both stables and fishing villages
Fix 'Saved = true' being set for the new function
Add `refresh_nickname_cache` to force manual refresh of steam nicknames
Force the nickname cache to refresh when connecting to a server to give steam every chance in the world to download nicknames
More map marker size adjustments
Remaining throwables w/ script setup