256,976 Commits over 4,018 Days - 2.66cph!
more miniboss spitter
chest prefab
chest rewards
miniboss spawn chest
cleanup etc
fps mode wip
spear prefab
spear perk
Remaining grenades
Renamed some prefabs
Add some comments in some game rules, reduced player walk speed
More comments, removed Gunsmith
Hide Radio UI for now
Reduced sprint speed by 40u
Refactor DroppedEquipment to use stuff from EquipmentResource, define bodygroups directly in the inspector
Fix network table corruption when writing entry that throws exception
Adjusted default player hold location
vfx_vulkan: Separate the shared VS/PS/GS dynamic descriptor set into per-stage dynamic sets
Reworks the single uber dynamic descriptor set containing every stage
into 3 much smaller sets for each stage (VS/PS/GS).
The main purpose of this is to remove the restrictions of not being able
to use VK_EXT_graphics_pipeline_library with uniform texel buffers,
storage images, storage buffers, storage texel buffers.
(And we use a lot of dynamic StructuredBuffers now)
Previously the only solution would be forced usage of a static descriptor
set, however that isn't feasible for UGC or an easy to use engine.
The layout now is:
Dynamic set 0 - VS/CS
Dynamic set 1 - PS
Dynamic Set 2 - GS
Set 3+ - static sets
Don't instant output dedicated server logs, queue them too - suspect crash fix
Restore the CONTENT search paths to fix models missing materials
Even though 99% of searches no longer use it and still work fine.
I suspect CDmFbxSerializer::FindMaterialResource has very specific
behaviour for "GAME" vs "CONTENT" that makes it not resolve relative
paths properly, this only occurs when there is no compiled file yet.
Add connection pre info so that connection has valid info while checking AcceptConnection - Fixes SteamId is not properly initialized in INetworkListener.AcceptConnection
Floor on networking scene should be static
Try not to wake physics bodies when setting identical transforms, fixes proxy bodies not falling asleep
Fix smoothing
https://files.facepunch.com/ziks/2025-03-22/sbox-dev_lE9J8YJJd8.mp4
Merge from jungle_update (improvements to tiger and croc)
Have croc always use max speed if it's charging in water, as it doesn't get tired easily like on land
Reduce volume of croc swimming fast
- Tiger will only flee if aimed at precisely, incentivizing trying to spot the tiger after a growl instead of just aiming in general direction then forgetting about it
- Tiger will not flee if aimed at with a melee weapon other than the spear
- Tiger will only flee if aimed at from a long distance, else it'll just commit to a charge, incentivizing walking away first if tiger is too close
Leaderboard backup, run #
18461
Readd disable backface culling
Remove exposure bias entirely from colorgrading, uses exposure compensation value from ToneMapLinear instead
Make shared postprocess not write to depth; we corrected a behavior that postprocess was using wrong depth buffer ( things like DoF are meant to use it even on PP layer ), but this caused some user PP effects to only be written to skybox when correcting it
Do autoexposure before we do postprocessing and use HDR color for it, adjust rate for HDR compensation, adjust autoexposure adaptation scale, fixes autoexposure wobbliness & gives a much better range to it
Every tonemap type has exposure bias
Remove bullshit RenderState initialization, we get these from the renderer already
Clear alpha if we're rendering directly to screen, same behavior as before native postprocess removal
Remove Exposure Bias from tonemapper, this doesn't make much sense since it's tied to only HableFilmic and does the same thing as ExposureCompensation
Disable client predicted catching for now
Way more accurate landing point logic
Client predict catch logic
atmosphere experimentation
Get rid of keyframe edit mode for now
Make interpolation mode a dropdown
Fix recording edge cases
Prevent crocs from swimming in too shallow water / alternating too fast between swimming and not swimming
Adjust croc population to account for the fact they can only spawn in select places
Slightly reduce tiger population
Fix sleeping bag corpses spawning their own corpse so they could never truely be destroyed
Create sleeping bag corpse as a variant of the normal sleeping bag prefab
- keeps all respawn prefab setup identical
Fix corpse not being spawned from `ent kill` after refactor
Reassign all the corpse references since the field name was changed
Refactor / rewrite so that corpses are dropped from `BaseCombatEntity` instead of `StorageEntity`
- rename methods like `DropCorpse()` -> `DropDeployableCorpse()`
- keep it seperate from normal animal & player corpse code
Update new WorldModel process for M700, MP5, Spaghelli
Doubled reload speed for spaghelli so it's less mental
ViewModel: aim speed doubled
Recompile Refinery with combined light probe
Don't need this anymore either
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
Add support for sleeping bags corpses to be destroyed after a player spawns on them
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
Fix up some camera stuff
Start refactoring ViewModel, Equipment so we place stuff on the player's root, viewmodels are placed absolutely
Start rewriting how we do weapons/worldmodel/viewmodel to be more like sbdm
Half boomerang outwards travel distance
Minor cleanups
Fixed HLMV.exe not running in win64/
Include Episode 2 Zombie Torso
Apparently ep2_outland_01 complains about the model being different
Include Episode 2 version of water_riverbed01
I have been assured the Episode 1 version is not used in Episode 1.
Fix prop_ragdoll.StartRagdollBoogie map input param type