243,832 Commits over 3,898 Days - 2.61cph!
Flashbang Effect component stub
Basic overlay + bloom effect
Extra effects
Dsp (use weird.4 for now?)
Only apply flashbang effects if we see the flashbang
Fixed pedaltrike not working with spawn command
Fixed minicopter front wheel collider position
Adjust heli sleep threshold
Initial flashbang prefabs
Enforce delay between engine off and sleep checks
Fix camera edit modal being very broken after upgrades
Bump to v0.0.16
Add a special field to proxied values returned by useModel and watchModel in case anyone needs to bypass the proxy
Improved typings to make it more clear when a return value is a proxy
textures that plastic forgot to commit in
99328
(more) final textures, deleted wip textures, set up materials correctly, added lights to prefab
Call TransformChanged() once again in InterpolateFixedUpdate
Clear pending updates in SceneNetworkUpdate too
Make sure we use TargetLocal in any transform changed callbacks called from within interpolation phase to fix physics bodies using wrong values. Add internal InterpolationWorld getter in GameTransform and use that in ModelRenderer OnTransformChanged for updating scene object position (fixes broken interp.)
Update Fog.Cubemap test scene https://files.facepunch.com/sam/1b1911b1/sbox-dev_ktnlWsCs24.mp4
Readd Skyballs an ambient light test scene https://files.facepunch.com/sam/1b1911b1/JYx0E9JbyL.jpg
Remove light trigger volumes since performance is good without em
Proper validation in PlayerInventory
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things
Set skybox as global cubemap
Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
[Pick] Implement "GGXCubeMapBlur" filter on CPU, previously it did not work at all in CI since require RenderSystem which isn't ideal since it's the only thing that did so and is completely different from our Cubemapper GGX filter, this makes all filters consistent and much cleaner, remove Convolve Envmap shader
I want to start using GGX filtering on skyboxes but this wouldn't work on CI because of that requirement
Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper
Cubemap fog just takes material from current skybox
https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4
Make CubemapFog material still be configurable, take it straight from the skybox if it's null
Separate Ambient Light into it's own component from Directional Light, add upgrader for it
Use black cube if texture passed to lightbinner is invalid (eg non-sky material from SceneSkybox )
Fix World.AmbientLight, make flat ambient light lerp between IBL and what we have, make it artist accessible with ambientlight component
Delete these skybox vtexes
Remove convolve_environment_map.shader from shader ci
Don't change flTargetLuminanceOfCubemap, it's bullshit
Skybox envmap has lowest priority
https://files.facepunch.com/sam/1b1911b1/yipICq2VMI.jpg
Swap tools stuff that uses DirectionalLight.SkyColor to either IBL or AmbientLight
Better description of obsolecence
Swap tools stuff that uses DirectionalLight.SkyColor to either IBL or AmbientLight
Fix cameras list breaking for the same reason as the devices list
Make sure pointer events are disabled on the alpha banner
Skybox envmap has lowest priority
https://files.facepunch.com/sam/1b1911b1/yipICq2VMI.jpg
Enable batching on low container walls
Interaction system error fixes
Don't change flTargetLuminanceOfCubemap, it's bullshit
Items again, this time hosted on our cdn instead of packaged in the app because we blew through expo's file limit
Use cdn hosted icons for Rust+ items instead of exporting them separately
PhysicsWorld.CollisionRules Refactor - Project Settings Small Network Files Support (#1604)
* Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes
* Do GetHashCode this way
* Initialize CollisionRules
* Handle small network files from different file systems this way?
* Fix
* Fix documentation
* Reset config files
* Kind of genericize SmallNetworkFiles - push / add / remove files from it externally - mount its MemoryFileSystem externally as well to desired file system
* Fix - but obviously it can't be done this way it's absolutely awful
* Add all files from network when mounting on client side
* Method name update
* Remove some duplication
* Cleanup
* Fix inverted condition
* Unnecessary arg
* ToHashCode
* ReadWithFallback will return new T() if package is null too
* Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically
* Call ProjectSettings.Reset in ResetEnvironment
* Clean up
* Swap these
Micro-optimization in PlayerMarker
Avoid Color.Parse in TeamExtensions.GetColor, optimization
Don't run BBox trace for every single player in PlayerController.UpdateEyes, it's not needed
Optimize Equipment.PlayerController by simply removing it and referring to Owner which is cached
Don't try to serialize/deserialize HealthComponent.Health, State
Don't fade out markers unless we're aiming a weapon
Maybe fix tapping on notifications not doing anything when the app is killed
Fixed issues with ground check, shouldn't end up with lingering friction/acceleration
Give/take invis tag in ShowBodyParts
Remove convolve_environment_map.shader from shader ci
Optimize scoreboard hash while it's not open
Animgraph: Log anim error when single frame node doesn't have a valid sequence
Extra logging to troubleshoot opening notifications
Fixed dialog UI style/layout
Fixed main menu layout
Updated to latest gridmap tool