242,142 Commits over 3,867 Days - 2.61cph!

Today
Composite AO to pipeline rather than blitting, cleanup
Today
Update decals_subrect.txt Updated from HL2, to contain 2 new Portal decals You can gravity gun portal energy balls successfully Fixed studiomdl crashing with remapping sequences Remove unused properties on SWEP internals Change how SWEPs store ViewModel/WorldModel/PrintName To get rid of 80 character limit for all 3 fields Remove another unused field from SWEPs Network gravity scale for players, for prediction Reduce network bits for player's drivingmode/player class No server has 2^32 unique classes Network m_bSprintEnabled for prediction (Player:SprintDisable) Fixed insane network load of ManipulateBone* functions Optimize some more player networking m_OverrideSubMaterials array m_iTeam reduced bits (from 32)
Today
delete missing prefabs from tutorial map
Today
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders
Today
Add vpk
Today
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler Remove sdf.hlsl (until we meet again 🫡 )
Today
Add Motion.hlsl for motion vectors Add generic TAA filter to Motion.hlsl
Tongue Improvements, much more responsive while still being physics based
Today
Hammer GameObject Scene (You'll need to compile)
Today
Commiting prototype instanced rendering that piggybacks off normal CPU batching system - hooks into normal batching system - uses normal occlusion culling system - instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered - uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame - currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers - convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
Today
Shadergraph: Get rid of DynamicComboRule( Allow0( D_COMPRESSED_NORMALS_AND_TANGENTS ) )
Today
Switched ballista mounted anim to standing Added placeholder hand IK (looks painful)
Today
leandisplay color
Today
Wildlife hazards can now also inflict basic damage when a hazard is failed. Setup snake bite damage.
Today
adjust leandisplay colors
Today
Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
Today
viewmodel - ammo state/ choosing correct reload states
Today
more towing strength adjustment
Close CollectionList popup after toggling a collection for now
Today
Cancel ballista reloading when unmounting mid-reload Reduced turning speed
Today
fix issue with xp bar on solo page, add main menu option to finish menu
Today
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
Today
restyle ingame frenzy letters
Today
Cleanup Use GameObject name explicitly in description instead of setting DMX name
Today
Move the shield to the back while reloading a projectile weapon
Today
Can't use the ram without starting the engine
Today
Recache the viewmodel renderers Added a deploy delay so the player can't block immediately while the deploy anim is playing
Today
viewmodel renderer setup
Today
WIP rework node querying
Deflated nomad suit viewmodel gloves now the hands can be hidden, fixes clipping issues on gestures
Today
Removed allowedItems list from Mailbox, this list is now in StorageContainer
Today
Better catapult colliders, added lootpanel prefab
Today
Added worldmodel prefab and icon
Today
merge from fix_quarry_animator_lod -> main
Today
added 3p shield impact melee and impact ranged anims to player animation.controller
Today
more hud adjustments
Today
Added a "Save pose as..." button to the Pose Tool to avoid haing to copy+paste an existing pose and overwrite it Added Undo support when using the load selection from file button
Today
New generic file context menu (for any non-asset type - .cs, .scss, .razor, etc.) Implement OnContextMenu in FolderNode Navigate to code files using selected code editor should prefer an active / open solution Hide obj/ folder in code directories Add support for drag-dropping assets / folders / etc. Top of asset locations list shows favorites again
Today
Fix mining quarry and pumpjack only showing their animation up to 100m away
Today
halved twoing joint break strength
Basic implementation of tongue swinging
Today
Revert "ModelRenderer don't default to box if Model is null" This reverts commit 507bf43671ecc159012fc46ffe726dcf1128bdd9. This works better, needs a cleanup that also removes [MakeDirty] crap
Today
fix alignment of lean display and other hud adjustments
Today
merge from main
Include package type in AddTo/RemoveFromCollection, resolves exception when toggling collection for an asset
Refactor: Further simple vehicle changes - Turned SimpleVehicleVisuals into a utility class instead. - Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals. - Setup standard wheel update method. Retained old method of overrides.
Today
Removed some logs in the DuplicateTimeline tool that printed every time the cinematic tool dropdown was opened LODStripper will now delete any objects with LOD1, LOD2, LOD3 or LOD4 in the name, even if they aren't assigned to a LOD group or RendererLOD
Today
Merge: from remove_editor_update This shaves off another 5ms from editor update times on 6k world map Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
Today
Merge: from main Tests: built all modes locally
Today
Batch map gameobjects, start disabled