250,305 Commits over 3,959 Days - 2.63cph!
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
Remove file.AsyncRead from menu state entirely, since its broken anyway
Added new shader parameters to `Core` shader
$ENTITYORIGIN
$DIAMETER
(They are case insensitive)
Added $BASETEXTURESPEED,BASETEXTURE(2/3)SPEED for VolumeClouds shader
forgot this file for asyncread
concommand autocomplete tokenized arguments argument
Port hack for Portal 2 .wavs that are actually .mp3s
Remove Episode 2 exclusive soundscapes from gm_construct
Increase charger run speed to 180u/s
New Clothing Piece! - Cowboy Hat and Sleeveless Jacket
First passes of the cowboy and sleeveless jacket assets
LODs and further skinning adjustments coming ASAP.
https://files.facepunch.com/daniel/1b1711b1/ApplicationFrameHost_3qpuuGFpGa.jpg
Optimised explosion detection
Shadow improvements.
Also fixed the related strobelight issue.
Mark a door as technically open if the starting rotation is non-zero, means you can push preset ajar doors
Minor adjustments to door to match design
Adjust base door rotate speed
Added a fix for the flare regression, and made it behave better from the side.
Make doors behave as we wanted them to
Make async optional, make CameraComponent still be async since we are not waiting for any other operation than itself
Fix hatch materials
Refactor maze generator object placement
Try to place exit in difficult place
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Add MusicPlayer.TargetMixer
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RenderTarget refactor, becomes its own class and manages frame start/end/sync
Fix ragdolls not spawning for other players
dash fire
death panel
boss nametag
sfx wip
Merged main into io_seismic_sensor