251,094 Commits over 3,959 Days - 2.64cph!
some walkways set model fixes (sg's, holes)
better staircases for radtown storage building large
s2p
GPU Shadow Culling (#1523)
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Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
Remove all atlas downsampling bullshit, not even being used
Was accidentally creating new lightbinner (without light info I needed too) every frame :S CSceneSystem::GetLightBinnerStandard() is "FindOrCreate" while from CSceneView actually gets the actual one
GPU Shadow Culling
POC: Don't render shadows that are not visible by GPU depth bounds
sc_show_rejected_lights
enum support for VFX HLSL
We dropped DX11 support so we can support it without a worry
microsoft/DirectXShaderCompiler/wiki/Language-Versions#hlsl-2017
r_gpu_shadow_culling cvar, parallelize static light visibility tests
Cone intersection for tiled light culling
Bloat cones a wee bit, still do sphere culling for point lights
Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights
https://i.imgur.com/JwxhgOJ.png
Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled
Cast shadows of non culled lights, not culled lights.. wtf?
Only debug draw actual shadow casters, add spot light debug drawer
Fix debug views for dynamic lights, update comments
Fix debug views for dynamic lights, update comments
Leaderboard backup, run #
11130
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Fix target detection triggers for turrets on nexus ferry being very far away from the turrets
Fix foundation not replacable under a roof
- ensure foundation can't be placed clipping into roofs
https://files.facepunch.com/jakerich/DiEvbg8FtDsQvCkQ/ZXt1WMKFWMUmUu0d.png
https://files.facepunch.com/jakerich/ba6PAFGqdbJdQgs8/xFa89R274Dbx7H8o.png
Fixed reload option when selecting a minigun in the inventory not translating properly
Adjust prompt on minigun reload tip to mention workbench lvl 2/3
Award tutorial gun achievement when opening the rate rather than via physics trigger, should be more reliable?
S2P both stables and fishing villages
Fix 'Saved = true' being set for the new function
Add `refresh_nickname_cache` to force manual refresh of steam nicknames
Force the nickname cache to refresh when connecting to a server to give steam every chance in the world to download nicknames
More map marker size adjustments
Remaining throwables w/ script setup
Fixed one of the cake candles getting blown out out when you run far
Leaderboard backup, run #
11125
Don't allow missions to end if the player doesn't have enough slots in their inventory for all of the rewards (includes any applicable bonus rewards)
Show an error toast in this case
Toasts can now appear while the player is in a conversation
Shrink vending machine clusters that are too close to mission marker clusters
Conversation screen can now be closed with escape
Change "build" naming to "export", makes more sense
Wizard cleanup
Share wizard code between publish/standalone
Gizmo.Control.BoundingBox
Constant roam
Get random point closer to agent
Use a bounding box for npc spawn
Initial standalone build wizard
Standalone player exe
Export into `data\`
Copy all the stuff we want from core, base, citizen, bin
Application.IsStandalone, don't try to load menu project if standalone
Load from manifest, un-hardcode paths
Fix paths, temporarily copy sbproj
We should be able to get away with not copying these manually, asset system should handle it
We need a few files from core, though
Clean up, slightly improved wizard
Don't hard-code these paths, do all setup inside StandaloneAppSystem
Standalone wizard shows basic ETA
Better ETA
Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content)
Include gamecontrollerdb.txt in standalone build
Build queue before copying (so we get compiled assemblies)
Temp copy video.json (because I'm sick of it launching in fullscreen)
Split out data dir and game data dir
Don't need to save off absolute game data path, just use relative path
Temp copy some more stuff
data/ conflicts with existing path, use export/ instead
Load assembly, filesystem
Copy base UI textures and fonts
Cleanup
Move standalone-specific stuff into StandaloneGameInstance
Test fetching all code manifests
Interop as array
Safe copy
Log copies
Use code resources where we can
Only copy compiled code resources
Don't copy tool dlls
Cleanup
Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster)
Clean up, try to get as much of this standalone stuff as contained as possible
Copy all core models too (mainly for box, sphere models)
Wizard UX improvements
Paths cleanup
Rebase fixes
Fix paths for new folder layout
Remove keycard on use
Destroy fire if lasts too long
NPC now roam
Fix nexus map not filling the screen when zoomed out on ultrawide displays
Added support for 'AssetModificationProcessor' interface, which now keeps track of added and removed assets, allowing the tracker to process those entries
Refresh list of nicknames every 30s for the first 2 minutes of gameplay, then move to refreshing steam nicknames every 5min
Fix client crash when loading clan score events
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
Fix minigun deleting ammo when it runs out of durability and deletes itself (by putting ammo into inventory)
Shadergraph: Add depth node
These two clothing icons were missed in the layout change
Add `breakheld_almost` command to put the held item to 1 durability
Update Facepunch.ActionGraphs
Use ActionGraphCache when cloning / instantiating GameObjects
Test scene for benchmarking cloning objects with ActionGraphs attached
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Clamp navmesh heightfield size to sane values to avoid alloc crash
Move editor addon .cs files to Code directories
Update .git-blame-ignore-revs
Fix unable to replace foundation under half height floor after the foundation is destroyed
- exclude floors from normal deploy volume
- add smaller build volume the exact size of the foundation specifically for floors
https://files.facepunch.com/jakerich/8JGYPyRbYbgdmtWo/5QcMFMEycMJf4bG7.png
Merge from unity_2022.3.24
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Ability to auto join full servers when they get a free slot
https://files.facepunch.com/rubat/2024/April17-7-UnwittingManta.png
The selected updates every 10 seconds now.
Ability to add servers to favorites by IP
https://files.facepunch.com/rubat/2024/April17-11-PinkIvorybackedwoodswallow.png
Benchmark cached vs uncached
Wizard UX improvements
Paths cleanup
Don't use 4 players lol
Refactor projectiles to not require a collider