224,128 Commits over 3,684 Days - 2.53cph!
Cubemap and lighting probe adjustments
Entity.Client - I think this is our desired outcome - with less complication
BaseBlindedState, scientist BlindedState.
Added AIState.Blinded type.
Added AIDesign.GetFirstStateContainerOfType function.
Brains can toggle if they can be blinded or not.
Added BaseAIBrain.SetBlinded(..) which can also change to a blinded state container if there is one in the AI design.
Suppress buttons properly when interacting with gizmos
https://files.facepunch.com/garry/886588d5-f454-498b-a8eb-c3a076fc5815.mp4
merge from steam_nickname_improvements
merge from invokehandler_nre
Updated exit puzzle to require only a button
Moved keycard reader to the top and tied it to opening the bunker hatch
Added a new CCTV camera pointing at the exit
Added a static computer station to the security room (needs some improvements)
Created a new material for the small mesh paths that looks less repetitive and intense
Reorganized exterior lighting and added Light Group At Time script to disable some lights during daylight
Scene2prefab
Keep gizmo cursor position legit when game doesn't have mouse focus
Add Editor.Utility.InspectorObject (usable in game addons)
Enable gizmo pressing in game
https://files.facepunch.com/garry/2ee9c2e5-4c48-4b2a-94df-343661c7ed7f.mp4
Refactor our SteamInput layer for input actions - we're no longer using an action set layer since we've eliminated the whole InGame action set. Actions and analog inputs on the same group don't play so well currently, so that's next.
Make asset browser instances dockable
https://files.facepunch.com/alexguthrie/1b2511b1/sbox_dSV3cOCjfU.png
Temp SuppressAllCookies switch on AssetBrowser, should really be saving all state info for instances
Keep track of all asset browser instances, use index as identifier for asset browser instance cookies
Use same highlight/selected functionality as main asset browser
toilet_a & bathtub_a fixes
Corrected axis position & asset scale
Minor texture adjustments
Collision/Optimisation improvements
Fix User-Agent typo so none would ever be set
Let you define Content-Type and stuff through the standard headers field
Fix these typos in the HttpHeaders whitelist, but probably will unwhitelist these
Set UsingController if any of our analog states are not zero length
Squash commit of SSR and Denoiser work
Reimplement Min/Max downsample for new shader
Do alpha denoising for DNSR reprojection pass
Alpha denoising on the other passes
Finish temporal alpha denoising
Track reflection gbuffer history so that denoiser knows when to use mirror reflections
Fix NaN rays on high quality reflections tracing
Test for SSR on water
Add contact hardening for DNSR reflections
https://i.imgur.com/PHaZgQv.png
Test for saving downsampled depth history, might not be necessary, redo convoluted multiple-layers downsample with a simple call to our downsample function call
Iterate SSR, fix reprojection
Enhance contact hardening for radiance history, drift encoded normals a bit so that normals facing down don't get encoded incorrectly, improve temporal stability factor
Some adjustments for contact hardening and compiled shaders
Separate water better and output to reflection gbuffer, reflections don't look great yet but has all boilerplate for water2
Force special case for water cubemap blending for now
More aggressive contact hardening
Compile optimized shaders
Allow increasing sampler per pixel on denoiser, use lower precision gbuffer, fix compositing looking weird
Do edge gap hardening on prefilter pass
Allow for configurable sample count with r_high_quality_reflections_sample_count
Can specify HttpContentHeaders specifically for Content related headers, non-content would still use standard way
Http.CreateJsonContent specifies application/json as default content type
remove fade explosion intro
Fix up player bounds, added intro/outro to tooltips
Better scopes
Hover input
https://files.facepunch.com/garry/6b662b66-8ab9-4bc2-84df-372b398e2f35.mp4
fixed mismatch - collider displayed instead of visual mesh
Set duration/range.
Added BlindDurationModifier to BaseAIBrain so individual AI types can be blinded differently.
Test debug log.
merge from building_skins_3
Applied shelved previous work.
Merged to date from main and merge fixes.
Initial fixes/wip.
Updated standard postprocessing
Separate Gizmo instances for server tick, client tick
Static Http API (#604)
Add Sandbox.Http static REST methods that run off an allow list in your project settings. Obsoletes Sandbox.Internal.Http.
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Co-authored-by: Rohan Singh <rohan-singh@hotmail.com>
Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
Remove unused
Disposed protect World.DeletePendingObjects
SceneCamera.Worlds automatically removes deleted worlds
Gizmo.Instance can be disposed
added foldable targeting computer for paddy
Swap order of parameters so method is first even though you should be using named optional parameters. Minor documentation fixes.
Adobe skin simple stair is see through - updated colliders and gibs
Fixed some adobe prefabs using brick or other skin collision meshes, figured this would not ship with it, needs its own resource
Renamed correctly a bunch of gibs in brutalist skin, some misnamed LODs
merge from ai_aboveground
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Tweak ui on item select
fixed fake shadow
merge from building_skins_3
merge from nuclear_missile_silo
merge from /nuclear_missile_silo/timer
Rework Inertia and InertiaRotation to use non inverse inertia to give sane values
Modeldoc: Don't scale and mirror offsets for hull and mesh, fixes mirror getting cancelled out
Leaderboard backup, run #2521
ShaderGraph: Fix inline node editor not updating when deleting connection
In editor, tell client-side ragdoll colliders to ignore server-side corpse colliders
friction changes and upgrade, dash aim changes