221,926 Commits over 3,653 Days - 2.53cph!

3 Days Ago
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3 Days Ago
Flamejet concept
3 Days Ago
Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings
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merge from main
3 Days Ago
merge from main
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Fixed "Snow Effect" material config
3 Days Ago
Add PhysicsShape.Sphere and PhysicsShape.Capsule to get properties for these shape types
3 Days Ago
Make upgrade stats apply
3 Days Ago
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 Remove unsued, clean up Dynamic cubemap component settings Remove the old BuildCubeMaps Add WidgetUtil.CreateSwapChain NativeRenderingWidget renders in regular render path Fix RenderDeviceInfo_t wrong size Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers) CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 ) Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering Use high quality GGX filtering if baking cubemap as OnEnabled Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray Don't fetch render attributes from context, that's composited over, fixes a crash Assert when UAV Index is invalid
3 Days Ago
Mesh Editor: Add button to select all faces
3 Days Ago
Harbor TerrainFilter tweaks in order to find more suitable placements
3 Days Ago
Add PhysicsShape.Triangulate
3 Days Ago
network++
3 Days Ago
merge from optimize_rpc_src_connection_2/refactor_2
3 Days Ago
LOD & fixes
3 Days Ago
merge from fix_hover_loot_backpack_vending
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Fixed TerrainFilter, TerrainAnchor and TerrainCheck all returning false when out of terrain bounds (blocking many valid harbor spawn location)
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merge from fix_backpack_hover_attachments
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merge from WorldModels
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merge from ui_pool_max_list_size
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merge from server_hidden_stashes
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Fixed the remaining IO entities handles naming inconsistencies
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Merged main into ioentities_handles_naming
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MeshComponent sets scene object tags when they change
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merge from main
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added notes_generic set
3 Days Ago
Input will tick before layout is computed on a newly created panel, so check null. Fixes Facepunch/sbox-issues#5268
3 Days Ago
SCSS: Implement rem and em https://files.facepunch.com/alexguthrie/1b2611b1/sbox-dev_f5t9eFrLSk.png
3 Days Ago
Optimized attack prefab.
3 Days Ago
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3 Days Ago
Fixed bug causing heli to be locked in an idle/orbit/strafe state if its target dissapears
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Switch items to components and get them
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Merge from bradley_scientists
3 Days Ago
minigun reloading wb2
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Remove dupe convars_save Api.GetAsync throws if status code not OK
3 Days Ago
Fix spinner wheel not resetting the camera to the expected rotation
3 Days Ago
Bradley scientist AI design update.
3 Days Ago
Reduce timer duration before returning to cover from chase.
3 Days Ago
Recall scientists if they or the bradley haven't been able to attack any targets for a while.
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dead plant
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Merged main into electricity_power_fixes
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Fixed client compilation
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skinned metal loops on minigun weapon model and animated a little shake on them when the barrel is rotating. Also made 3p idle animation loop smoothly
3 Days Ago
sprint based on walk speed Start breaking everything
3 Days Ago
Books magazines unique books open and closed
3 Days Ago
Additional fix for edit-mode reflection probe flicker
3 Days Ago
Merge main
3 Days Ago
Fixed water disappearing, in edit-mode, when focusing away from scene view