243,173 Commits over 3,898 Days - 2.60cph!

7 Months Ago
food assets and setup with tintmask
7 Months Ago
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7 Months Ago
Item Printer Cost panel supports text Remove unused and clean up Item Printer prefab
7 Months Ago
TTT: add TTTShowSearchScreen hook (#2074)
7 Months Ago
Input keys clean up Dev menu
7 Months Ago
Find correct item tier to scrap Update .gitignore
7 Months Ago
Item recycler Scrap item health as int clean up
7 Months Ago
Leaderboard backup, run #10876
7 Months Ago
Health increase item
7 Months Ago
Set up health Game manager check
7 Months Ago
Start managing time and other information Draw time on ui Small ui tweak Scale chest price based on some stuff
7 Months Ago
AI uses Stat speed clean up
7 Months Ago
merge from wr_minigun_reload_fix
7 Months Ago
Auto collect font files to upload too
7 Months Ago
Leaderboard backup, run #10852
7 Months Ago
PlayerStats > Stats
7 Months Ago
clean up
7 Months Ago
fixed metal roof tga not reading correctly
7 Months Ago
merge from main
7 Months Ago
Added 'pipette' command: gives you the item you're looking at and places it in your hands If you already have it, swaps it with your currently selected item
7 Months Ago
Fix tiled rendering on multiple viewports, was taking the main viewport from view rather than the actual viewport from layer :S https://i.imgur.com/PCXh3hJ.png
7 Months Ago
Temp hack fix device lost error in NativeRenderingWidget.cs
7 Months Ago
Updated test scene file
7 Months Ago
Check if main camera is null for EnvmapProbe dynamic renders
7 Months Ago
player update. exported/ setup water pipe shotgun anims
7 Months Ago
Got wind working with LODing
7 Months Ago
Cubemapper (#1504) * Cubemapper tests * Remove all ggx code for now & just copy directly to cubemap array * TextureCube with mipmaps and arrays and mipmaps * Move texture logic from cubemapper to c# * Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU * Handle all array index stuff in cubemapper * Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders * Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler * GGX filtering * Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples * Assert isn't valid anymore in ComputeImageViews since we can pass a cube array * Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png * Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV * Remove unsued, clean up * Dynamic cubemap component settings * Remove the old BuildCubeMaps * Add WidgetUtil.CreateSwapChain * NativeRenderingWidget renders in regular render path * Fix RenderDeviceInfo_t wrong size * Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers) * CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? * If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness * Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization * Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 ) * Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering * Use high quality GGX filtering if baking cubemap as OnEnabled * Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray * Don't fetch render attributes from context, that's composited over, fixes a crash * Assert when UAV Index is invalid * Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings * Ignore cubemap precomputed handshakes, we can add and remove cubemaps at will on scene, those do not have handshakes so the entire thing was already deprecated when we implemented maploader, this cache gets built by m_nCachedEnvMap at runtime This fixes scene cubemaps not showing on static map geometry * ANTLR: Support any dimension arrays * Use fast envmap filtering even for static ones, looks as good if not better than brute forcing if using a few more taps, delete reference_ibl_lighting.fxc (byebye) * Run filtering in two passes to eliminate any fireflies, realtime filtering looks as good as baked filtering now https://files.facepunch.com/sampavlovic/1b2911b1/465thMK9Yq.jpg * Limit number of simultanious cubemap updates on first load to not overflow transform count in large scenes * Remove S_SPECULAR_CUBE_MAP, stupid define, should just be S_SPECULAR * Extra checks on HandlePendingSwapChainResize, should fix device lost issues when trying to draw subsequently * Adjust number of threads on envmap filtering to avoid collision on accessing same source cubemap on per frame cubemap rendering, doesn't really slow this down * Fix missing textures when trying to query cubemaps from skybox, default value for EnvironmentMap should be thrown from lightbinner, not renderingpipeline * Update shaders --------- Co-authored-by: Garry Newman
7 Months Ago
Update cubemap.dynamic.scene with actual dynamic cubemaps
7 Months Ago
Fixed a crash related to static props on map load for certain maps Not an ideal fix, but it works. If a spawnicon does not exist, try to look in addons as well This makes it so that you can still edit icon, but if you do not have a spawnicon rendered, and a workshop addon provides ones, the game will use the workshop one as a fallback.
7 Months Ago
Added ioentity.showflags editor only command to debug IO flags
7 Months Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c# Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler GGX filtering Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples Assert isn't valid anymore in ComputeImageViews since we can pass a cube array Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV Remove unsued, clean up Dynamic cubemap component settings Remove the old BuildCubeMaps Add WidgetUtil.CreateSwapChain NativeRenderingWidget renders in regular render path Fix RenderDeviceInfo_t wrong size Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers) CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 ) Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering Use high quality GGX filtering if baking cubemap as OnEnabled Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray Don't fetch render attributes from context, that's composited over, fixes a crash Assert when UAV Index is invalid Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings Ignore cubemap precomputed handshakes, we can add and remove cubemaps at will on scene, those do not have handshakes so the entire thing was already deprecated when we implemented maploader, this cache gets built by m_nCachedEnvMap at runtime This fixes scene cubemaps not showing on static map geometry ANTLR: Support any dimension arrays Use fast envmap filtering even for static ones, looks as good if not better than brute forcing if using a few more taps, delete reference_ibl_lighting.fxc (byebye) Run filtering in two passes to eliminate any fireflies, realtime filtering looks as good as baked filtering now https://files.facepunch.com/sampavlovic/1b2911b1/465thMK9Yq.jpg Limit number of simultanious cubemap updates on first load to not overflow transform count in large scenes Remove S_SPECULAR_CUBE_MAP, stupid define, should just be S_SPECULAR Extra checks on HandlePendingSwapChainResize, should fix device lost issues when trying to draw subsequently Adjust number of threads on envmap filtering to avoid collision on accessing same source cubemap on per frame cubemap rendering, doesn't really slow this down Fix missing textures when trying to query cubemaps from skybox, default value for EnvironmentMap should be thrown from lightbinner, not renderingpipeline Update shaders
7 Months Ago
Added realmed remove to water junkpiles. Ensures client and server versions are stripped appropriately
7 Months Ago
Added electricalbattery.charge and electricalbattery.deplete admin commands to respectively charge and deplete a battery easily
7 Months Ago
Cans branding update
7 Months Ago
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7 Months Ago
Footstep radius increased
7 Months Ago
Remove all my shitty HealthComponent/DamageInfo bullshit from gunfight, made AI move towards the player
7 Months Ago
Delete TestFPS.roguesta
7 Months Ago
Add a bunch of AI code from Opium Npcbase is an Agent Simple state machine for NPCs
7 Months Ago
merge from PingEstimatorRewrite
7 Months Ago
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7 Months Ago
Player.PlayerStats -> Actor.Stats, fixed player prefab to match
7 Months Ago
Start porting Actor stuff in prep for NPCs
7 Months Ago
don't show damage numbers if off screen
7 Months Ago
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7 Months Ago
merge from PingEstimatorRewrite
7 Months Ago
level updates
7 Months Ago
7 Months Ago
Merged main into electricity_power_fixes/2
7 Months Ago
Reduced electrical button press time from 5s to 1s Reduced power burst from 2 to 1 power (given that they now consume 0 power) Monument buttons unchanged