244,328 Commits over 3,898 Days - 2.61cph!
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demo material reworks to fit in with new sprint
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Fixed #1459
https://files.facepunch.com/ziks/2024-02-16/sbox-dev_PgVOUJbZm0.mp4
Update Facepunch.ActionGraphs
Add required nodes on deserialize
Categorize some AG nodes that were just living in the root
GatherVisibleLightsGPU
Move depth prepass to be the first pass of everything, we'll use it on lightbinner for light culling from now on
Do lightbinning for light culling on render thread when a layer first wants to request lights, guarantees we have a depth pyramid by then
If we are on a render thread just do a simple flush for ForceFlushGPU(), we just want the GPU to finish it's work, not clean up things
Run lightbinner calculation in render thread & actually on lightbinner layer
Light culling tests with depth & light radius on compute shader
Flush rather than ForceGPUFlush on CReadGPUBuffer::WaitUntilRead()
Add analytics for all modified convars
More linter base fixes
Removed DColorMixer:TranslateValues
Removed useless calls to table.Copy in DListView
More robust Elastic value calculations, does not rely on integers for boolean inputs
Removed usage of some deprecated functions
Added a warning when orange box particle count is weird
Hopefully shed some light on a crash issue
Fix NRE
Order revokes by last seen
Fixed pulses not always animating
Fix expression node regression in legacy GetGameObjectNodeDefinition
Merge Pull Request - Prevent hangs with table.Add
More linter based Lua fixes
More Lua fixes
Removed DColorMixer:TranslateValues
Removed useless calls to table.Copy in DListView
Use SetEnabled or SetDisabled
More robust Elastic value calculations, does not rely on integers for boolean inputs
Hide the settings option in the launcher to stop people obsessing over it
Fix exceptions in NavMeshToolbarWidget
Fix pipe tool not resuming the entire industrial pipe when switching active item / reconnecting (only was reconnecting the first 1-2 part)
Fix wire tool & pipe tool not saving color when disconnecting wire
Fix orange pipe looking blue when holding pipe tool out
Revert "Update a bunch of assets from kv to json"
This reverts commit bd0bfe1240a001e9a121f099e20edb4cfffe5f2c.
Upgrade those assets properly
Fix conversion from keyvalue to json asset being fucked
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Velocity alignment jitter fix & tone improvements
Make RPC errors more useful
Fix project changes not saving
Fresh metal bullet holes no longer look all rusted, and improved the edge and tone to blend better with underlying surface.
Harbor 1 dressing progress / finished the areas near the swing bridge
Binds
create mixer - can play sounds!
strip vmixtool
Remove unused args
Add some more c# compatible funcs to CAudioMixBuffer
Add AudioBuffers, MixBuffer
Audio processor basics
Route SoundHandle through managed system, use speaker volumes etc
Play sounds from the point of view of the scene camera if we're not playing the game, and this window is focused
Strip as much as I dare right now
Add steam audio
Update steam audio binaries
Add steam audio binds
Add BinauralEffect processor
Steam audio scene system
Apply direct
Create phonon.pdb
Reflection works! 😅
Latest
Clean up
Fix menu sounds not playing
Refactoring, making internal
Fix warning
Fix tests
strip unused
Remove unused
added decal_brick_damage_a + b
First pass on decoupling indirect lighting from RustCamera (fix for SkinViewerTest)
Let sbox-dev.exe -test pass through
Fixed table.Add infinite loop (#2055)
Putting the same table twice in table.Add will freeze the game
forever.
Fixed ActionGraphResource
Init frustum as ortho when using ortho, fixes PointToScreenPixels. Obsolete OrthoWidth
tweaking overgrowth positions, clipping and density for the following levels - lighthouse, MT, warehouse, sewerbranch, sphere_tank, trainyard, WTP, water wells
added train tunnel entrance into automated S2P loop
Fix footer links
Make review styles less terrible
Change revoke time to 5 months
Remove broken (deleted) projects from the ProjectList
Prevented vendor network id keys from being duplicated