1,239 Commits over 1,341 Days - 0.04cph!
Hide away "convar." string prefixes from addon code into Set/GetConVar methods for Lobby so the API is nicer
Throw deserialization into try/catch and use ConVar.Server instead of ConVar.Replicated
Use gamesettings convar for lobbies and various other feedback fixes
Update step and format value for game lobby slider control to match the one in project settings
Have the game settings scroll with a max height so they don't end up being overlapped by start game button etc
Fixed documentation on FloatSliderProperty/IntSliderProperty and added Step and Format support
Added GameSettingType.Integer and GameSettingType.Float
Fixed lobby data for game setting convars being stomped by cookies
Added GameSettingType.Float and GameSettingType.Integer support to settings page and lobby
Remove the big shit delete button and add a context menu on the page item
Automatically show a default new setting page if there's none existing. Update the page icon automatically based on display type and if it's a new setting
Automatically update page names when the Display Name is changed
Change ConVarName description
Some tidy up and add info explaining how they work and a warning that ConVar.Replicated is preferred
Style tweak
Remove unused code
Updated to use NavigationView and add EditConVarPage
Left-hand scroll pane and add button for settings and tidy up
Only grab the server's replicated convar if we're clientside
Merge branch 'master' into lobby-settings
tv aerial - lods
Animgraph: Do a fully copy of parameter properties
Fixed game window not being resizable when switching to windowed mode
Fixes #413
old window - texture tweaks
Merge branch 'master' of sbox
Always override loop settings, we don't care about loop settings in the wav file
Inherit collision attributes of first shape on a body when adding new ones dynamically
More robust warning cleanup for steam audio
bird spikes - lodded
Merge branch 'master' of sbox
Add visibility radius to path baking for SA
New Hair! - Mullet + Small Adjustments
https://files.facepunch.com/daniel/1b1611b1/Photoshop_FGMATlu9jl.jpg
New Scruffy Mullet Hair. + Adjustments to Hoodie textures and Sneaker skinning.
Animgraph: Only hide dock widgets that aren't floating when entering fullscreen mode
tv aerial - prefab and lods
Merge branch 'master' of sbox
Change how IsFromMap flag applies so it works in Entity.Spawn
Fixed obsolete warning
tv aerial - collision
Merge branch 'master' of sbox
Citizen/animgraph: updated attachments & small graph updates
Fixed replicated convars not saving the correct value
Fix material browser asset window crashing when selecting "show hidden assets"
Merge branch 'master' into lobby-settings
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Initial work for tiled light sorter
Remove constant buffer transform code
Fire tiledlightbuilder compute shader on views
Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms
Evaluate cubemaps and lights on compute shader
Allow for struct types in generic buffers in VFX
Properly index lighting and envmap info on tiled light buffer
https://i.imgur.com/5141J1x.png
Revert "Fix normals for valve standard shading"
This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
Tiled lighting for envmaps and lighting on standard shading model 🏃♂️💨
Use 128 lights for clustered instead of 256
Double the perfomance of tiled light build job
Pass radius of light to shader so we dont need a sqrt operation on culling
Sample shader to visualize tiled rendering
Revert "Pass radius of light to shader so we dont need a sqrt operation on culling"
This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525.
Fix driver crash on Nvidia
Fix 'LightSim_MaterialTint has inconsistent value' warning
Put tiled code on vr_lighting
Much simplify sphere and box intersection tests, add bounding area for nearby tiles
Tiled rendering for valve standard shading
tiled rendering for envmaps on valve standard shading
Correct box hit algorithm for tiled light builder
Fix shadow rescaler
Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps
Fix shader compilation
Fix spritecard compilation
Initial work for VR Instancing for tiled light rendering
Fix glows in Vr while we're at it, still pending rewrite
Preliminary support for VR in tiled light builder, include objects
Remove magic number and reproject view for tiled light builder
Treat warnings as errors on shader compilation on internal builds
Make tile resolution proportional https://i.imgur.com/2knXfUw.png
Fix light typo on vr_lighting
Fix warnings on standard shading model
Iterate on tiled light builder
Fix data races on tiled light builder
Fix warnings from core shaders
Use 48 wide pixels for each tile
Fix Z-Fighting when cubemap bounds is the same as the geometry
Update tiled light builder shader objects
Fix warnings on blendable and commit shader objects
Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute
Add r_tiled_rendering convar
Update shader objects
GPU driven Depth Culling for tiled rendering
Use half tile offset for tile coordinates
Depth prepass culling for envmaps too, cleanup
fix envmaps being fucked up
Return max depth for tile, update object files
Add r_tiled_rendering_depth_cull
Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦
Tiled Rendering Support
Reduce queryable size of sphere, optimizes tile volume
skip backfacing queries on tiled light builder
Cleanup, dont pass depth on non depth prepass
Transform camera ray, fix typos when doing box intersection, oops
You should be seeing the good perf gains from tiled now
Added Color[32].FromRgb[a]
Color[32] property consistency cleanup
Added some Color[32] tests
Fixed -tools not starting if `ServerAddons.TryAdd()` returns null
Set BoxPosition attribute when rendering backdrops
Fixes blur and other filters not covering WorldPanel correctly
AB testing for embree
Glass hotspot material
Fly swarm particle
Fly swarm particle adjustments
Added TypeDescription.GetAttributes<T>()
Addon Switcher checks for OrdinalIgnoreCase
Error list counters will consider the selected package
Fixes sbox-issues/issues/2146
Obsolete CameraMode.DoFPoint, DoFBlurSize
Add ScenePanel.ForceUpdate()
Closes sbox-issues/issues/2151
Don't load into remembered map if the gamemode wants Empty
Fix error list resetting its filter on hotload
Fix box-shadow's border-radius not matching up
Update ErrorList to display specific and nonspecific diagnostic counts
https://files.facepunch.com/devultj/1b0911b1/sbox_uORyp1b7BG.png
Make Entity.IsAuthority a virtual property
When disabling an addon, dispose of it in ServerAddons
Fix project settings physics grabbing the wrong metadata
Revert "Make Entity.IsAuthority a virtual property"
This reverts commit 1533014f19347562cbac07a148ee3926da2f64ad.
Add LinearDamping and AngularDamping to PhysicsGroup
Add MassScale, LinearDamping, AngularDamping to prop_physics
Allow loose .txt and .csv files in published addons
Remove dead code causing an error when creating game resources
Implement paused state for animation-play-state
Only assign and evaluate ConsoleSystem.Caller for console commands
Fixes convar assignment while game loop is starting up. Fixes sbox-issues/issues/2158 and paves way for @kurozael's lobby settings.
Merge branch 'master' into lobby-settings
Added a button to delete a setting
Add BindingFlags.NonPublic to SetPropertyObject
Merge branch 'master' into lobby-settings
Add BindingFlags.NonPublic to SetPropertyObject
Add GameSettings dictionary as a property, ensure a blank default and clean up cookie values if the settings have been removed
Bind GameSettings in GameLobby.html
BaseItemWidget: Ctrl clicking selected items removes them from the selection
New Outfit Piece - Army Boots
Army Boots w/ LODs, ready to complete the Army outfit!
https://files.facepunch.com/daniel/1b0311b1/sbox-dev_G5OxWbFwWC.png
Plus a retexture of the tactical gloves for an Army colour variations. Further completing the Army outfit.
Add ScenePanel.DisablePostProcessing
Remove invalid css
Minimum height for folder error box to prevent text getting clipped
Citizen/animgraph: fixed NoclipStart state
cctv globe - tweak for phys shape
Added import scale presets to modeldoc
Now we can stop trying to remember those pesky magic numbers
https://files.facepunch.com/ognik/1b0511b1/sbox-dev_cO3F1IVFJw.mp4
New Hair! - Scruffy Short
Excited to submit this new short scruffy hair. Plus some small adjustments to the army boots' textures.
https://files.facepunch.com/daniel/1b0511b1/Photoshop_CX3oUQpQkg.jpg
Adjustments to Scruffy Hair, new vertex colour added
PathPlatformEntity path changing
https://files.facepunch.com/rubat/1b0511b1/sbox-dev_TnVBu7qPxJ.mp4
Fixed an assert in Hammer when length constraint w/ particle is hidden
Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum
Merge branch 'master' into lobby-settings
Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum
Improved styling a little for GameSettingsPage
Only create all settings if the Game property (package) is set (BaseGamePanel sets it async)
Some cleanup. Add support for choice setting types in the lobby settings
Added support for choices in the settings page
Some cleanup. Don't put lobby settings into seperate tab. Add GameSettingType.Choice (not implemented yet.) Run game setting convars immediately (this seems to set server-side but isn't being replicated??)
Add first iteration of UI for changing settings in a lobby and applying them as lobby data / should auto update for clients to view
Add LobbySettingsPage stub
Merge branch 'master' into lobby-settings
Merge branch 'master' into lobby-settings
Initial version of adding lobby settings (I don't love it, still learning this Qt stuff, v0.0.1)
PhysicsShape Add/Remove/HasTag methods take strings instead of uint
Merge branch 'physicshape-tag-strings'
PhysicsShape Add/Remove/HasTag methods take strings instead of uint
Add right click on asset header to give option for copying asset name
Allow [Change] callbacks for ConVars to be non-public
Only call callback for embed lists when they are cleared if it did previously have one value
Added changed callbacks for VarEmbedList (changed callbacks now work on lists of BaseNetworkable types)
Fix NRE in WaterController if PhysicsGroup is not valid
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again
Merge branch 'master' of github.com:Facepunch/sbox
Store old value / new value lists as members to save allocations and only process these lists if the networked list has a callback
Merge branch 'master' of github.com:Facepunch/sbox
Ensure callbacks for networked lists pass a list containing its old values, and a list containing its new
Added GameTask.Yield
Merge branch 'master' of github.com:Facepunch/sbox
Add generic return type to GameTask.FromResult
GameTask.CompletedTask and GameTask.FromResult<T>
Add TaskCanceledException to whitelist
GameTask.RunInThreadAsync (#162)
* GameTask.RunInThreadAsync
* Whitelist System.ThreadStaticAttribute