14,460 Commits over 1,614 Days - 0.37cph!
Road signs - road sign parts, skins, and prefab
Merge branch 'master' of sbox
Clamp water xRes and yRes to not overflow dynamic vertex buffers, allows for water bodies of any size, revisit for env_sea
Fix reflection vector on simple reflections
Fix underwater caustics
Pass Time.Delta to shader parameters
Fix water collisions being wonky
Minor tweaks on water
Add surface roughness slider to water
Fixed some broken core materials
Cleaned up asset tags to stop console spam on launch
Fixed outro animations not always playing
Store current server steamid in richpresence so friends can join
Remove opt disable, seems newer vs version fixed this
Create socket for client steamid too, when listen server
Don't throw error when joining game via lobby
Don't SpewAllClients when rejecting because server is full
Fix warnings in WaterSceneObject
Give warning if calling SetModel/Model in entity constructor
updated/added prefab, decal, materials, scaffolding kit, floor textures
Merge branch 'master' of sbox
Hotload CachedUpgrader: it's okay if this is already in the replace cache it's gonna be the same instance
Update base fgd
New Clothing Piece - Sporty Slippers
We have some nice sporty slippers, integrated and will receive LODs ASAP. Will need to make fixes to the jean's length to cover hidden cut areas of the legs.
Early-out in OnOverrideAnimGraphChanged
Remove BaseViewModel.FieldOfView (is controlled by CameraSetup)
New Hair -Drawn on Eyebrows
For the people who shaved off their eyebrows! New quick eyebrow option, goes quite well with the bob-cut hairstyle.
Merge branch 'master' of sbox
Fixed listen servers not joinable
New Hair - Eyelashes!
We have beautiful new eyelashes!
FidelityFX Super Resolution
Rework the resolution rescaler to use FSR instead of bilinear to provide a higher quality image when rescaling from a smaller resolution scale back to native
Merge pull request #182 from Facepunch/fsr-working
Implement Fidelity FX Super Resolution for resolution scaling
Simulate ripples on bullet impact
https://imgur.com/a/8eGjZdj
Don't use nullable for water properties, set default value instead
New ripple simulation with collisions
Add drag to fluid simulation and collisions
Cleanup ripplecompute and how ripples are added
Fix seamless entry on water, better water caustics, remove options for tesselation other than on/off, iterate on waves
Cleanup hull base shader
Cleanup ripple collision and propagation
Adjust ripple strength
New underwater surface method
Port eyeball shader to use our shared code, fixes clip planes on water
Add fog support to water surface, cleanup
Clamp radius of water directly on C# side, send D_VIEW_INTERSECTION combo
Put water combos right into place, upload water shader objects (including ripple)
Propagate ripple by framerate, fixes it slowing down on low framerates
Don't put r_water_ripples inside RippleCompute.cs, breaks when pushing it to shader
Add render bounds for water, only render water if we are are looking at it's bounds
Use two tone fog by default on test water
Push latest water shader objects
Can manually dispatch CI workflow to force a full rebuild for when incremental builds get fucked
Delete loads of C++ entities that were removed from fgd ages ago or just legacy as fuck, clean up loads of shit because of it too.
Important we do delete these after removing them from fgds because the engine will still create them if a map has specified them previously
Remade break piece nodes on traffic cone model
Recompiled traffic cone and gibs
Updated asset tags
Citizen: updated unicycle pedaling animation with 8% leg X scaling
Fixed Entity IO output arguments sometimes getting an unexpected prefix
Updated Screen Space particle overlay
Fixed missing bollard base LODs
Added simple map to toolscenelightrigs
Citizen: added unicycle pedaling animation (basic for now)
Citizen: first Unicycle Frenzy sequences + more animgraph comments
Fix exception when generating thumb
Added failing test involving JsonSerializerOptions
Moved special handling hotload upgraders
Special json hotload handling, fixes #213
Fixed bug hotloading lambdas in generic methods
Add getters for post processing, removed unused dof texture render target, removed parent requirements
Make post process VignetteSettings so you can read and they have defaults
@ogniK5377 can you do this for all the others?
BaseWeapon: don't return trace if no hit
Fix UI scaling causing unevenness
Add Render.Draw2D.BlendMode
Run deferred UI deletes before layout, so they don't appear there
Don't force perspective last, transforms are left to right. Negate translate for perspective
Warning Fix
Warn if ui template not found
Update transforms test
Allow maps to specify which games they support
Move Rank/Leaderboard config to meta, GameConfiguration is dead 🙌
ComboBox/EnumBox can have tooltips/descriptions
Move MapSelect stuff to meta
When a datasource bind errors, tell us which one
Panel binding properties don't need a [Property]
Server button resolve map name
Local addons can store metadata in their config
Include local metadata when uploading addon
MinPlayers/MaxPlayers in meta
Remove GameConfiguration.MinPlayers, MaxPlayers
Package.Meta will use local addon if available
EnumBox handles int and JsonElement
Move GameConfiguration.NetworkType to addon meta
Fix lobby map being overwritten when map selection is hidden
office chair - feedback
office chair - further feedback changes
Merge branch 'master' of sbox
Try to leave lobby after joining the game
Make Global.Lobby obsolete (we'll find a better way)
Make chat not use lobby chat
Seperate server tags properly
Steamworks documentation lied, gametags can't be semicolon separated list
Server list disposable, filters work, strings utf8
Show servers in lobby list
Merge branch 'master' of sbox