22,418 Commits over 1,614 Days - 0.58cph!
read/write files properly you twat
Set CGameDataClass parent properly when reading from KV3
load our serialized gamedata here in the map compiler too
Begin raytracing, Update dx11 shader compiler
Accidentally removed ripple collision, let's put it back
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Tweak ripplecompute, clamp collision and ripple size
Make map compiler load GameData from temp KV3 written by Hammer, instead of trying to collect and load fgds again, especially since we're not using fgds for managed stuff.
Entity tool searchable entities and toggle to display ent_class_names
give a shit load of entities nice [Display] names
Make paths and path nodes work with new hammer entity shit
Entity selector should only show entities
Use hex, it's nicer to read than dec for masks
Initial point light ray finding
Begin light importance tracing
Make compute dispatch thread division optional
Pass textures to compute shader
Pass materials & instances
Move push buffer routine to a dynamic combo
Ensure our random samples are valid & passed correctly
Set our global rt params as a parent to our local attributes
Begin execution of rt
Compute is now dispatched & isolated from the game
initial test shader case for push constants
Clothing: updated all LOD switch distances to 0/10/20/40
Clothing: updated LODs on Jeans
Citizen: added bone culling (with prefabs) to LOD 2+3
Citizen: fixed vertex normal seams on LOD3
Fix mistake when converting degree to radian for set float particle function
Add renderdoc_nextframe too
attach_renderdoc & detatch_renderdoc to let renderdoc capture vrad3 gpu passes
FPArms: cleaned up materials + prefab changes + added bodygroups to hide arms / show debug gizmos for hold bones
Obsolete [Hammer.EntityTool] names & categories should be set with [Display, Category] and descriptions should be /// <summary> ... </summary>. Entity Tool will show these friendly names / icons over class names.
ParticleEditor: Convert from degrees to radians for attributes which are angles in C_INIT_InitFloatCollection
Add [Hammer.PhysicsSimulated] this hints to the map compiler that the entity is simulated in game and should pre-settle. Internally replace BasePhysicsSimulated @baseclass check with PhysicsSimulated tag and replaces the hacky solution I had implemented with .fgds previously.
Make all these [Hammer.] attributes make helpers, metadata, etc. with dictionaries / lists instead of a stringbuilder to fgd format
Upload raytrace push constants as a constbuffer
Updated env_shake with volume support.
FPArms: completed initial implementation of hold_* adj. parameters for both pos & rot
FPArms: Hold adj. pos layer translation source is now performed in parent space + condensed in one sequence
Updated ladder tileset: vis exclude on parts + no collision on curve top
New outfit piece! - Office Blazer
We have a new top piece to finish off the week! The skinning will need some work, aswell as on a few pieces that combine with it, since we want pieces to fit all together, so that'll take some time to get right! For now, some clothes combined with the blazer work, and some not so much. Fixes coming ASAP! LODs for this asset for come aswell. Small adjustments to a few clothing files to work together with other clothing.
FPArms: fixed hold_L incorrect default orientation, and added XYZ gizmo teapot tester while animgraph doesn't support bonemerging models yet
FPArms: HoldAdjustment layer params + PosXYZ for RH hold
FPArms: changed PosX range to ±10 instead of ±5
Unfuck the collision groups and interacts for glass shards so player can pass through broken panels
Do a plane trace to glass plane when taking explosion damage, fixes glass not shattering from explosions in dm98
Fixed nvidia bug with RgbToHsv
fixes weird purple near the red light due to saturation on crossfire on nvidia cards
Citizen/animgraph: added Idle SM to melee punch
Currently fades to a static pose if you haven't attacked/moved/crouched in the last 5 seconds. (This will change)
Always transmit child entities to owner
Fix exception when iterating asset locations
Fix missing summary tag close on ScenePortal
Better way to do ripples for moving water surfaces
https://i.imgur.com/xWvwdAg.mp4