242,275 Commits over 3,867 Days - 2.61cph!

18 Days Ago
Bugfix: Don't send newly spawned trees to player if they land in a batch yet to be sent to them - Added a profiling scope so we can track if it's taking too much time(it's a TxP complexity algo, but P tends to 0 very quickly, so we should be able to afford this) Tests: Tested on 4.5k procgen world and connected from a separate client and chopped a bunch of trees saw no duplicates. That said, it's very difficult to proc this (<1s window).
18 Days Ago
Updated Meta Files
18 Days Ago
Fix formatting of node titles with type params https://files.facepunch.com/ziks/2024-10-07/NTc7SLTOVR.png Add built-in nodes for Scene.GetAllComponents<T>() https://files.facepunch.com/ziks/2024-10-07/SUbPeMLFFP.png
18 Days Ago
Added descriptions to Components that didn't have them. Most are self-explanatory, but should help reduce some confusion. Resolves Facepunch/sbox-issues#6560
18 Days Ago
brick_debris_a + debris_a vmat meta
18 Days Ago
Replace usage of "devshots_screenshot" with "screenshot" Add "killserver" to concommand blacklist Correct UTF8<->UTF16 conversion for close caption function & hook Try to resolve issues caused by sv_max_userinfo_rate for extreme cases
18 Days Ago
Make DisplayInfo.Format() easier to use
18 Days Ago
18 Days Ago
Split out InputSettings into Input.config - backwards compatible
18 Days Ago
merge from physics_horses
18 Days Ago
Stage 2 test
18 Days Ago
tag platforms
18 Days Ago
Fixed string comparisons in SpriteComponent. Resolves Facepunch/sbox-spritetools#25
18 Days Ago
WorldPosition > Transform.Position ect..
18 Days Ago
merge from main
18 Days Ago
merge from RF_optim
18 Days Ago
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18 Days Ago
Add experimental r_tiled_rendering_conservative_culling so people can play with it, uses near-z approach for tiled culling for even better perfomance, doesn't play well with translucents, will be deprecated when we have two sets of light lists
18 Days Ago
Put counter text changes on the correct branch
18 Days Ago
Clean: forgot to save an extra comment Tests: none, trivial change
18 Days Ago
Update: replacing cell budget with a time-per-player budget - Setting this budget to 10micros initially This budget doesn't evaluate every cell, but rather groupings of cells. I'll re-evaluate this once I get to testing big procedural worlds. Tests: Confirmed entire Craggy grid gets streamed to the player
18 Days Ago
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18 Days Ago
Update: added a runtime switch to disable tree batch streaming - Enabled by default Tests: booted with it being both turned on and off
18 Days Ago
Merge: from main Tests: none
18 Days Ago
Don't do OnDisabled(); OnEnabled() on Skybox2D dirty but clean up probe cleanly if needed
18 Days Ago
Leaderboard backup, run #14477
18 Days Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
18 Days Ago
Fixed some placeholder stuff for gesture slots that are empty
18 Days Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
18 Days Ago
Typo
18 Days Ago
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18 Days Ago
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18 Days Ago
Scaling should not be applied to NormalToLocal and NormalToWorld but happy to be proven wrong
18 Days Ago
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18 Days Ago
Fixed transformation order for PointToLocal and PointToWorld, add some tests to make sure they match ToLocal and ToWorld
19 Days Ago
Merge from main
19 Days Ago
Revert WaterSystem.cs to the version from main, should make merges easier. Looks like it was missing a bunch of stuff due to various botched merges over the years
19 Days Ago
Added demo.saveShotFolderAsAnim, saves all shots of the current demo as anim files
19 Days Ago
Fixed large stables vendor getting killed on server restart
19 Days Ago
Leaderboard backup, run #14470
19 Days Ago
Test tl, tr, bl and br corners instead of updownleftright for cone frustum culling
19 Days Ago
merge from main
19 Days Ago
Tiled Frustum Culling (#1669)
19 Days Ago
SkyBox2D Indirect Lighting ( Reflections/IBL ) can be toggled, hammer maps don't expect skyboxes to be used for lighting since it has vrad
19 Days Ago
Be more conservative by testing 4 points of cone base rather than a sphere shape
19 Days Ago
Tiled Frustums Start moving tiled_light_culling to use frusta Iterate frustum tiled culling Near/far tiled frustum planes Very simple ConeIntersect and AABBIntersect Cubemap frustum cullinng Show cubemap complexity on tiled debug vis as well https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums https://imgur.com/a/tybd5Dv Fix ortho projection for CalculateScreenTiles fix DepthMinMax on ortho projections, fixes tiled lights on ortho projections https://files.facepunch.com/sampavlovic/1b3011b1/ZiyxdtwHc1.png Delete tiled_frustums_cs, main shader does everything, we recalculate it every frame anyway since we also match the depth chain for the far plane, can store it later again from it if we need it for anything Transform plane directly to local instead of using inverse matrix Light.GetInvertedRadius() not used anywhere, let's make it Light.GetRadius() Push radius changes to lightbinner.hlsl Fix frustum calculation so it wouldnt mess up with low farz, fix FetchDepthMinMax Using invprojrow3 to linearize depth feels a bit incorrect specially when moving far-z use correct algorithm, can be accelerated later Depth Near-Far was inverted on tiled_culling, perfect for both near/far planes now Allow using conservative near-z culling with D_CONSERVATIVE_CULLING and remove elegibility of D_DEPTH_PREPASS, we always have it https://i.imgur.com/9UlrmTc.png https://i.imgur.com/joEz72S.png
19 Days Ago
Allow using conservative near-z culling with D_CONSERVATIVE_CULLING and remove elegibility of D_DEPTH_PREPASS, we always have it https://i.imgur.com/9UlrmTc.png https://i.imgur.com/joEz72S.png
19 Days Ago
Using invprojrow3 to linearize depth feels a bit incorrect specially when moving far-z use correct algorithm, can be accelerated later Depth Near-Far was inverted on tiled_culling, perfect for both near/far planes now
19 Days Ago
Fix frustum calculation so it wouldnt mess up with low farz, fix FetchDepthMinMax
19 Days Ago
Push radius changes to lightbinner.hlsl