243,447 Commits over 3,898 Days - 2.60cph!
PanelComponent uses internal enable, disable, update
Updated UI/Default ASE template to avoid name clashes with existing properties
Split up map into prefabs
Attacking uses less stamina
Move hash & status from server tags -> rules
Reposed burlap pants to match updated player rig
Minigun ammo backpack fixes/cleanup
Fix RenderDeviceInfo_t wrong size
Set Json.NodeLibrary in Scene.Push()
Make sure node definitions are added in Menu context
Add WidgetUtil.CreateSwapChain
NativeRenderingWidget renders in regular render path
increase flashlight size (again)
Combination lock sound
npc block animation and run adjustment
If a Component isn't valid then just set the property anyway for a Sync var
added surface types to assets
Test to re-register Sync props after Network.Refresh
setting up asset zoo scene for snow setup ahead of time
exported latest minigun ammo backpack
added chains_a for door frames
MonumentIsland_Bradley test scene
Remove the old BuildCubeMaps
Dynamic cubemap component settings
Added Minigun 4K Textures
deleting unused coaling tower models/prefabs that were redundant
Updated snow effect material config
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
Tweak citizen eye ao
add compilled avatar scene (!)
added dynamic_container_style 1/2/3 prefabs
Use faster _aligned_malloc in physics system
Leaderboard backup, run #
10443
Merge from harbor_tweaks_4_cargoship
Update harbor_1 movement prefabs
Add a debug visualisation to the harbor proximity manager
Subtract
94449, causes ships to get stuck when docking
Hooked up the sunken crates animation on harbor_2
Angle the ship directly at the target in TriggeredEventSpawnDockingTest to reduce excessive turning
Adjusted parenting layers on swing bridge to support ragdolls, dropped items and other vehicles
Tried to fix broken swing bridge animation
Fixed weird cargo movement bug
Merged electricity_power_fixes/randswitch to Aux2
Added cargoship save support
Ran protobuf
Merged electricity_power_fixes to Aux2
Flipped harbor 1 path
Adjusted swing bridge animation
Smoothed approach path
Still broken spawn nearby command
Fixed wire tool not clearing active wire when right-clicking while looking at another IO entity
Set up proximity manager for harbor 2
First pass swing bridge