241,282 Commits over 3,867 Days - 2.60cph!
Hide all the nexus zone servers if the current server isn't one of them
Tapping on the nexus will set the current server to the one the player is assigned to
New Plump Lips and New Eyebrows
https://files.facepunch.com/daniel/1b1911b1/Photoshop_QxYQXjnod1.png
Plus subtle simple face makeup!
Removing type tag updates asset browser history
Fixes sbox/issues/1169
Add menu option for instanced rendering called "Building Distance" (it also handles cliffs but yea)
Clamp instanced rendering distance from 500 - 2500
Take lower of draw distance vs instanced render distance when culling
Run codegen to apply convar descriptions
Add description to all convars
Fix "Parent Folder" being active when in cloud asset node
Do not hide facets panel when there are no facets
In asset browser, so you can still access sorting options, and it is less jarring
Fix TagEdit.OnEdited being fired twice for the same text
Fixes sbox/issues/1169
Pressing F5 refreshes the asset list in the asset browser
Merge from global_networked_bases -> aux2
Toggling notifications for a server will toggle the entire server group so it should be in sync with all the nexus servers
Automatically turn on notifications for all servers in the group when pairing a server in the app
Add clientside performance analytics for instanced rendering
- culling time
- draw calls
- render distance
- size of compute buffers & arrays
- mesh count
- prefab count
- entity count
Remove redundant navigate call
Think it makes more sense to show Create first
Use div when no specify href or a otherwise
Pool menu stuff, disable matchmake for now, use lobby list/creator, add some config to make reusable
Update .sbproj to include resources
sbproj
Fix error spam
Fix stylesheet and get rid of all obsoletes
Merge bbq loot panel prefab fix from main
84947 -> aux1
Fix armored double door & triangle ladder hatch prefabs getting "deleted" during a merge from attack heli and then throwing error when you try to respawn
Backport simple water from SSR branch
Water fog and refraction
Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible
Fix water ripple collision
Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water
Fixed a couple of warnings
Update templates
- Use package selector modal instead of replacing pages w/ a map selector
- Use pointer cursor on buttons in main menu
Having a separate repo for templates is starting to annoy me
Add basic menu system that uses lobbies & filters for maps that have the "jailbreak" tag
.addon -> .sbproj
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer
Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader
Can be passed to RenderAttributes.Set( string, ComputeBuffer )
Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int )
Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int )
merge from weapon_racks/missing_items
Styling work on the nexus side of the server switcher
Tweaked bypass tunnels to add more clearance for trains
Slightly tweaked caboose spotlight position
Add `shadow_culling` convar to toggle culling of shadows for instanced rendering
Disable shadow culling by default
Don't show all clan members on the clan overview screen
Only show the 'all clan members' button if the overview screen doesn't show all already
Fix meshes with skins registering a extra renderer
Don't put the server header image under the header bar anymore (might need a pass on this lewis)
Add `instanced_memory_usage` command to print off size & memory usage of every array used for instanced rendering
Remove some redundant convars
Show nexus zone names instead of server hostnames when viewing a nexus zone's server
Tidy up SCSS, add _controls.scss, do loading screen v1
Add `--instanced-rendering` convar to turn instanced rendering on (if we need it default disabled)
Changes to ModelDoc outliner
https://files.facepunch.com/rubat/1b1911b1/6zEGaMnR6A.png
Fix Panel.OnMouseMove not getting called
ShaderGraph: Use .source2/temp folder that is actually mounted instead of absolute path shaders, these go properly through the ShaderTypeManager and get the right offsets then
Can compile Vulkan shaders on shadergraph / shaderhook now without crashes on DX11 🤯
StartScreen is no longer modal
Cap IdentEdit to 16 chars
Split out Explorer into 3 tabs now that our docking doesn't suck
Draw active project at top of Project tab
Shadergraph: only compile preview shader for the current render API
Be more lenient on light direction validation mask for directional AO, make sure that aoproxies don't clip through citizen's arms
Directional AO can use more steps now that it's cheaper
Don't release jump list object unless it's succeeded (should fix crashes on Proton and maybe weird Windows setups), release another thing too
Only call UpdateShadow for physics body if we have a shadow controller, physics body scale is getting stomped
Max 32 chars for ident edit, don't show sandbox gamemode twice
Add icons for all file menu items
Add "Open in Editor" context menu option to ProjectRow, shows up for library/tools/addon projects
Make StartScreen a BaseWindow, add HasMaximizeButton
Add modal package selector to main menu, use `Game.Overlay.ShowPackageSelector( query, onSelect )` https://files.facepunch.com/tony/1b1811b1/sbox_0pbOdyXzXM.mp4
Don't clean up Release path when running processor codegen shit, fixes razor gen when testing release builds
Revert "Don't clean up Release path when running processor codegen shit, fixes razor gen when testing release builds"
This reverts commit 738d6ef11f5591743600177ff476b7d5138f9741.
Trace.RunAll() - return empty array instead of null for no results
Fix copying text throwing exception
Use s&box logo as window icon for welcome screen 👋
Don't spam Draw: No Material Mode? from RenderTools::Draw, it's valid for there to be no valid mode when you're under tool vis modes
Fix crash when dragging cloud models quickly in/out of MapView
Support bodygroups for citizen skins
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler
https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
All the stuff I just missed with .addon -> .sbproj, can still add inactive .addon and have it rename, don't do -project content projects as if they're games
Merge branch 'master' into gamemenu-input