240,603 Commits over 3,867 Days - 2.59cph!
Strip multiview instancing / instancing scalars from engine
Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders
Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS
Update system.fxc
Leaderboard backup, run #7372
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Merge from tutorial_island
Move tutorial island in slightly to prevent getting out of bounds killed on proc gen maps
Fixed in terrain checks not working on tutorial island
Pass envmap data to GPU
Fixups for cubemaps on shader, add test for ambient light IBL support
https://files.facepunch.com/sam/1b1311b1/ibl.png
Updated modding ore spawner prefabs to use proper scaled versions.
Added "_small" spawner prefab variants which uses cave sized ores.
Fixed player inventory preview not displaying correct clothing after assigning a player to a wanted poster
Don't allow trophy bags to be marked as On (and show the cooking symbol) if they are in the inventory of a horse and a player mounts that horse
Shadow filtering and dummy ambient lighting
Calculate spot light resolution proportionally based on light cone and do a LOD system for light shadows based on distance, both are meant to be perceptual
https://files.facepunch.com/sam/1b1211b1/sbox_rl2LTOMdY4.mp4
CSM Adjustments
Fixed some wire tool exceptions when attempting to make an industrial connection through solid objects
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Testing milder screen post processing variants for Cold, Hot, Hurt, Radiation & arctic biome.
Seed vault monument interior progress
Merge from tutorial_island
Backport directional CSM code to unified BuildShadowFrustraForDirectionalLight in lightdesc
monument greybox progress
Add setItemEnabled to NativeEngine.QComboBox
Add enabled parameter to ComboBox.AddItem
Show all code editors, even if they're not installed, but disable the button
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window
https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png
StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png
Kill StatusBarLog after some time, based on LogEvent level
Give StackTraceProperty a MinimumWidth so it pops out at a readable size
Clear current stack trace entry when clearing the console
On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics
Progress on supporting showing 'simple' stacks for diagnostics
ConsoleEntry refactor, can read simple stack of diagnostic messages now
Refactor
More cleanup
Sort diagnostics by severity / project, so errors are output last on compile
Clear status bar on compile, remove test button
Delete Error List
Move some code back to Engine, raise console dock when clicking status bar log
Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon)
StackTraceProperty row clicks can use CodeEditor again
Fix possible NRE on startup from cookies (?)
Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon)
StackTraceProperty row clicks can use CodeEditor again
Support for cascaded shadow maps on new unified multi-frusta system, needs to backport old code
Strip multiview instancing / instancing scalars from engine
Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders
Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS
Update system.fxc
Refactor some Graphics files, remove long obsolete methods
Support Feathering
https://files.facepunch.com/garry/b05a94f5-efda-4e6d-b03e-cb3f28846879.jpg
Leaderboard backup, run #7348
Create particle.sheets.scene
Move sheet sampling to system.hlsl
quick trim prop corrections
Copied over WIP action graph editor
WIP dynamic action graph nodes
OnShoot example in TurretComponent
Node error messages, GetRelevantNodes, property get / set
Let TurretComponent.OnShoot handle setting the velocity
HandleConfigs
Tweak how properties appear in node creation menu
Fixed getting relevant nodes for signals
WIP property panel in action graph editor
Constant node drawing tweaks
Small action graph editor fixes
Error list panel
https://files.facepunch.com/ziks/2023-10-12/sbox-dev_75o6iDzzHZ.png
Fix error when clearing links
Stack trace integration for exceptions thrown by action jigs
Field get / set, sort nodes better
Instance method nodes
Type selection drop down
Fleshed out type selector, now checks constraints
Pure attribute for some things that should be expression nodes
Comment nodes
Node display tweaks
Icon fixes
Rerouting and other fixes
Error list title fix
Action link pulsing in editor
Jig -> Graph
Editor.ActionGraphs -> Editor.ActionGraph
To match Editor.ShaderGraph
Start on undo / redo
ActionGraphComponent
OnUpdate, OnTouch action components
Football demo using action graph
Enum constant node fixes
Action component tweaks
ColliderBaseComponent was renamed to Collider
Copy / pasting nodes
Rework comment and reroute nodes in action graph
Make comment node inspection work like ShaderGraph
Comment nodes are listed separately
Basic variable selector / creation
Rework how variables are added
Fix suggested variable nodes when dragging from an output
On node deletion, remove unreferenced variables
Show variable type in add node context menu
Move some code back to Engine, raise console dock when clicking status bar log
A chance to die as a result of a collision
Clear status bar on compile, remove test button
Particles can push physics objects
Made particle collisions smoother
Sort diagnostics by severity / project, so errors are output last on compile