Yesterday
Revert "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit 1fdcdeab689851f1093853faa8d8b4d6041d63f7. # Conflicts: # game/addons/base/Assets/postprocess/ObjectHighlight/objecthighlight.shader_c # game/addons/base/Assets/shaders/atmosphere_sky.shader_c # game/addons/base/Assets/shaders/blendable.shader_c # game/addons/base/Assets/shaders/foliage.shader_c # game/addons/base/Assets/shaders/fur.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_grid.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_line.shader_c # game/addons/base/Assets/shaders/glass.shader_c # game/addons/base/Assets/shaders/line.shader_c # game/addons/base/Assets/shaders/lpv_debug.shader_c # game/addons/base/Assets/shaders/sprite.shader_c # game/addons/base/Assets/shaders/terrain.shader_c # game/addons/base/Assets/shaders/terrain_brush.shader_c # game/addons/base/Assets/shaders/terrain_preview.shader_c # game/addons/base/Assets/shaders/tiled_light_culling_cs.shader_c # game/addons/base/Assets/shaders/ui_backdropfilter.shader_c # game/addons/base/Assets/shaders/ui_basic.shader_c # game/addons/base/Assets/shaders/ui_borderwrap.shader_c # game/addons/base/Assets/shaders/ui_cssbox.shader_c # game/addons/base/Assets/shaders/ui_cssshadow.shader_c # game/addons/base/Assets/shaders/ui_dropshadow.shader_c # game/addons/base/Assets/shaders/ui_filter.shader_c # game/addons/base/Assets/shaders/ui_text.shader_c # game/addons/base/Assets/shaders/vertex_color.shader_c # game/addons/base/Assets/shaders/water.shader_c # game/core/shaders/black_unlit.shader_c # game/core/shaders/cables.shader_c # game/core/shaders/complex.shader_c # game/core/shaders/complex_reflections.shader_c # game/core/shaders/cs_volumetric_fog.shader_c # game/core/shaders/debug_wireframe_2d.shader_c # game/core/shaders/decal.shader_c # game/core/shaders/depth_only.shader_c # game/core/shaders/eyeball.shader_c # game/core/shaders/generic.shader_c # game/core/shaders/hair.shader_c # game/core/shaders/post_process.shader_c # game/core/shaders/projected_decals.shader_c # game/core/shaders/projected_sheet_decals.shader_c # game/core/shaders/simple.shader_c # game/core/shaders/skin.shader_c # game/core/shaders/sky.shader_c # game/core/shaders/spritecard.shader_c # game/core/shaders/static_overlay.shader_c # game/core/shaders/tools_shading_complexity.shader_c # game/core/shaders/tools_solid.shader_c # game/core/shaders/tools_visualize_collision_mesh.shader_c # game/core/shaders/tools_wireframe.shader_c # game/core/shaders/ui.shader_c # game/core/shaders/visualize_cloth.shader_c # game/core/shaders/visualize_nav.shader_c # game/core/shaders/visualize_physics.shader_c # game/core/shaders/vr_tools_shading_complexity.shader_c Build shaders If we have any command line arguments from the Steam client (sbox.game -rungame), parse it via ISteamApps.GetLaunchCommandLine Expose Application.ShutdownUnitTest() Throws if not currently running a unit test Make sure it doesn't run in headless (errors out on dedicated server) Some tidy up - data table ReadFilter instead of other method, reset delta snapshot cache on owner change and after network refresh is received Add Simulate Packet Loss alongside Simulate Lag in editor network options - it's working for simulating outgoing lost packets from the host right now VR: Remove obsolete controller checking bools that nobody's using VR: Add IsHandTracked bool to VRController, update fpxr to 5cf7ff24f5b157166102c8e4898bb84b4accb952 VR: Add MotionRange to VRController.GetJoints, update fpxr to 8822f0461709fbd2eda8fe004d51af79d47e6aa9 e.g. ```csharp Input.VR.LeftHand.GetJoints( MotionRange.Hand ); // default Input.VR.LeftHand.GetJoints( MotionRange.Controller ); // tries to wrap hands around the controller ``` VR: Better controller interactions in menu, move panel to a more comfortable height Reapply "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit de7b93d17c7a036a567347794ca51163132ef42a. Reapply BATCH_FLAGS_CONTROLLING_COMBO_CHANGES for legacy shaders, accidentally removed binding lightmap for legacy shaders Initialize vertex output of lightmap uv when lightmapping is disabled Update drivers with bindless lightmaps & amd fix Humans/animgraph: added Sprint_NW & Sprint_NE Don't accept "game" command while Application.IsEditor Compute Shader Skinning (#1786) Calculate skinning in compute shader instead of vertex shader Compile shaders Can now right click on a Shader to "Create Material" from it. https://files.facepunch.com/CarsonKompon/2025/January/24_17-29-EmptyPony.png Fix typo in MaterialMenu add octohedral_encoding.fxc include Forward+ Decals (#1606) GPU driven tile culled decals that modify their surfaces PBR properties. No additional draw calls for any decals. * PBR modification: Albedo, Normal, Roughness, Metal, AO * Works with transparent surfaces as it's not projecting based on depth * Color Tinting + Opacity * Angle attenuation * Automatic sort order + override * Future compataibility with extra data flags to add 100 more things * Decal::Apply( ... ) API Make shaders compile with Vulkan 1.2, allows for wave ops instructions used in new SSR, etc Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics Bitch when variables are uninitialized in HLSL, can cause all sorts of weird undefined behavior in certain drivers Fix warnings on all shaders, remove D_EYE_WHITE (bullshit?) Avoid sampling diffuse cubemap for fog at lod0 to not have fireflies like in Eagle One Rain Demo Disable compute skinning temporarily while descriptor set crash is being debugged Mark used resources in buffered descriptor set a few frames in advance, they're being deleted while still used Texture Generators (#1779) * Add ResourceGenerator * Add ResourceGeneratorContext * Add TextureGenerator * Add Bitmap * Add Sandbox.Utility.ForAsync * Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup * Rename ControlSheetPopup to PopupEditor, * Add Color.Rgba16 (half based color) * Managed can override compiling of any resource * Add Texture.GetBitmap * Add transient filesystem in editor * Add Texture.IsError * Add Margin.IsNearlyZero * Fix asset picker ignoring AdditionalTypes * Add Widget.GetDescendants<T> * Add MainThread.Wait() * Expose TypeDescription.Order Fix Json exception when compiling texture Fix NRE in CreateBoneObjects Add VTexWriter - clean up the texture compile process In FloatBitMap_t::Pixel(, clamp the sample Allow non power of 2 textures in native compiletexture Update stb_dxt.h Add Bitmap.IsOpaque() Don't use stb for dx5 it's shit Automatically work out texture compression format Merge branch 'master' into json-free-clone2