249,492 Commits over 3,959 Days - 2.63cph!
Added screen shake effect when near an explosion from a HE grenade with same falloff applied to damage for intensity
Fix merge conflict in player prefab
Citizen/animgraph: first pass at making the locomotion lean layer based on model-space additives + lowered default eyelid pose by 10 degrees
Use network origin/angles for clientside physics objects
Add basic sprinting implementation
Use libevents for damage / kill events
Aligning state now applies force and does appopriate angle checks
Pull over methods use the brakes like everything else
Is server check on client scripts
Refactor vendor prefab into categories
renderdevicevulkan: enable reverse depth
Reverse the DepthFunc on all shaders GREATER <-> LESS
gizmo_grid: reverse manual depth bias
We need to change the depth clear value from 1->0 (in 3 different places of course)
Recompiled core shaders
Fix r_depth_debug
Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it
https://files.facepunch.com/sam/1b0711b1/tt3.png
Readjust depth bias on debug shaders for reverse depth
Fix shadow in reversed depth
https://files.facepunch.com/sam/1b0711b1/tt2.png
Adjust depth bias for gizmo shaders for the increased depth precision
Tiled light culling with reverse-z
SSR with inverted z ( Way more stable )
Fix (3D) Skybox with inverse depth range
Fix SSR backtracing on reverse depth
Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner
DoF with reverse depth
Shaders for reverse depth
Fix glass and decal overlays depth bias
Shaders with depth bias fixes
Add facepunch.libevents library
Use libevents for damage / kill events
Use libevents for damage / kill events
Rework game_text rendering clientside to allow for 256 channels (from 6)
Also limit hold time to 0-300 seconds.
Allow 3 separate number inputs to certain mesh.* functions
mesh.Position
mesh.Normal
mesh.TangentS
mesh.TangentT
Only allow dx80/dx90.vtx files in gmpublisher
Fixed materials with matproxies sometimes getting permanent artificial refcount
Do not unmount server .GMA file for now
rolling/pitching with controls
Added damage overlay to the HUD, will scale up based on how low your HP is - if your HP is low enough, will start pulsing
Use libevents for damage / kill events
Fixed vendor spawn orientation
More consistent pulling over positions
Increased vendor mass and drag
Use libevents for damage / kill events
Revert "Don't re-enable the camera every single frame" - players becoming invis, gonna fix this properly in a sec
Serverside overriding of active item if restrained
storage building large progress
Fix glass and decal overlays depth bias
ui: Make dead players more distinct in PlayerAvatar
Controller bindings can be stored in separate files
Support input source paths
Add support for pose actions
Remove references to menu chord
We don't have to worry about action sets right now
Store controller bindings in separate files
Use input sources for controller differentiation
Fetch controller poses (position & orientation)
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Prevented vendor from tipping over in some scenarios
Don't re-enable the camera every single frame
DoF with reverse depth
Shaders for reverse depth
Voice chat filter sends to spectators
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corrected some texture settings for roof asphalt
corrected some small rotation errors in storage warehouse prefab
Removing BuildOptions.CleanBuildCache as a test (had issues on 2021 without this, giving it another go on 2022)
Set electrical heater light shadows type to hard (soft shadows were murdering performance)
Fixed base bullet spread not being hooked in
Swap scores around on team swap
Fixed LightLOD always setting light shadows to Soft instead of choosing the mode set in the prefab initially
Upped min player count for competitive, max rounds up to 30
merge from searchlight_fixes