1 Year Ago
Render Tags (#758)
* Initial commit / backup
* Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one
* remove unused HasTag overload
* Support "world" tag to render only or exclude static objects and hammer geometry
* Typo
* Include/exclude sunlight and other lights according to set tags
* Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
* Let's respect the camera's exclude / render tags in HighlightRenderer
* Add tag checks in DrawSceneObject too
* Remove unused GetTags overload
* Remove unused
* ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
* GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag
* Only ITagSet is a public interface, hide everything else away
* Fix sillyness
* Tags property
Add cache for lobby member counts - should stop it taking up a bunch of frame time
Add Saved Game styling for new lobby
Merge branch 'master' of github.com:Facepunch/sbox
Get rid of "generic" tag from DamageInfo.Generic - it's not really needed and didn't match its summary
Menu: Scheduled Events (#750)
- Added events widget to main menu based on data from https://asset.party
Use DateTimeOffset instead of DateTime, fixed NiceTime returning the wrong plurals
Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning
Initialize using hostfxr, Interop is c# dominant
Fetch news dynamically on the main menu
Add install script
Make error nicer
Use nethost to locate the dotnet installation
Upload symbols last
Update ci.yml
Fix party lobby invites failing because lobby metadata doesn't initially exist for private lobbies. Fetch, add to queue and process invite on SteamMatchmaking_OnLobbyDataChanged
Prioritize game lobby invitation if it exists, listen to gamelobby.invite event and show menu overlay
Fixed incorrect arguments for gamelobby.invite
When joining from a gamelobby invite, navigate to /lobby/front
Social: Fixed newest chat overlay message showing the wrong message, or no data at all
Remove OpenGL only IVfx::GetDriverInfo()
Remove few remaining referenecs to vfx_dx9 and vfx_gl
Remove GLSL and HLSL3 from the HLSL annotation parser
Delete vfx_gl vfx_dx9 files
Don't need per vfx generated antlr code or intermediate dirs
vfx cleanup, get rid of vmpi from vfxc and other shit
Restore coreclr AMSI patch with new hostfxr init
Fixed particles not going to sleep properly
Now happens after the 10 second delay of not rendering like expected
Setting a control point on a particle system wakes it up
Fixes rain particles not returning after staying outside a precipitation volume for 10+ seconds.
Do not error when precipitation volume entity is given empty particle paths
Stop looping sounds on destruction of the sound entities
snd_event_alignedbox and snd_event_point specifically
Citizen/animgraph: some readability clean-up (node names, comments...)
Events Widget displays all events, can click through them https://files.facepunch.com/devultj/1b3011b1/sbox_hkJZYAZrYP.mp4
Don't mount local map projects when running the packaged version
Request lobby data of advertised lobbies in chat so they stop appearing untilted
Oops, Refresh was renamed RefreshData sometime today
Added failing test for hotloading constructed generic MethodInfos
Fixed hotloading generic MethodInfos
Added extra test for MethodInfos with generic declaring types
Added more delegate hotloading tests, one failing
Fixed hotload case with lambdas in generic declaring type
Fixes #759
Update shader builder
Can pick through most recent blogs https://files.facepunch.com/devultj/1b3111b1/sbox_98oV9HjC2J.mp4
ModelDoc: Copy bone merged flexes from parent
Attempt to fix 1D blendspace not syncing properly when children aren't looping and have different playback speeds https://files.facepunch.com/layla/1b3111b1/sbox-dev_rq4MMzHzRQ.mp4
Documentation pass
Internalize some methods
EntityComponent.ResetComponentId
ScreenEffects.VignetteSettings.Apply
Remove pointless IEntity overrides in Entity
So that Entity can get IEntity's docs without extra work
Added way to ignore assemblies by name in hotloads
Ignore Sandbox.Tools during client / server / menu hotloads
Fixes #765
Settings menu improvements (#770)
* ButtonGroup can hold a value and treated as a form option
* Switch Video Mode, VSync, Anti-Aliasing, Texture Filtering, and Game Language from DropDown to ButtonGroup
* Each settings page has its own Restore Default/Cancel/Save Changes button
* Fixed Save Changes button not highlighting when things are changed
* Implement Restore Default action for all settings
* Added .is-label to Glass styles, used it for settings labels
* Stage keybind changes and only applied after pressing Save Changes
Revert 1D blend changes - it's fucked
Fix remainder of debug vis on Material API shaders
Recompile blendable with debug vis support
https://i.imgur.com/KcF0ZV0.png
Cleanup high quality reflections shader
Add AMD SSSR, pixel.raytrace.hlsl
Add some extra constants to PerViewConstantBuffer_t
Iterate on SSR
Iterate on SSR
Iterate on SSR
Use actual depth from projection rather than a depth sample for initial fetch
Cleanup
Allow option for downsampling it all in a single pass
Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap
Do mipped downsample of depth buffer for SSR, cleanup code more
Trace through mipchain
Do last frame copy for SSR
Preliminary accumulation, composition and reprojection
Iterate reconstruction and reprojection
Just changing the view angles doesn't imply in confidence change, offset does
Do reprojection with higher precision, use SDF refletions if confidence is low
Better reconstruction and denoising
Reproject from hit position
Bigger reconstruction radius if confidence sucks, avoid fireflies
Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr
Finish reprojection, cleanup entire code, iterate on denoise
Allow MSAA fetch from AddBlitTextureToTargetLayer
Finish denoising and reprojection, only composite pixels that have really high confidence
Fix AddBlitTextureToTargetLayer not clearing if target has different color mode than source
Reenable Mip Chain, correctly generate mipmap chain for depth
Really doesn't need a big number of samples when going through mipchain, tweak SDF trace roughness
Redo TAA using luminance as confidence
Do the inverse, accumulate samples from noisy areas
Do TAA on hit confidence history
Don't use scratch render targets for AO & Reflections, they don't give us a render target at the resolution we want, only the viewport, add FindOrCreateFrameBufferRT which is easier to work with instead, add denoising layer
Add AddHighQualityReflectionsLayers to clean things up
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