7,549 Commits over 3,653 Days - 0.09cph!
Move the important parts of ggxcubemapblurhelper to rendertools until we can reasonably do this in C#
After source cubemap is created, go through render tools to mip it to the cubemap array
Add internal BakeResourceAttribute until we can phase out tool objects and the bake resource shit
Experiment with rendering cubemaps for SceneCubemaps
Set renderToCubemap and environmentMaps pipeline attributes from camera attributes
CCameraRenderer::RenderToTexture uses msaa value from attributes
Fix dstStride in GetPixels
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence)
Remove env_cubemap_box from fgd
Network tables for env_cubemap_box
Create SceneCubemap from entity properties
Add indoor_outdoor_level (priority)
Delete left over worldrenderer vpc
Remove more references to dota global light
Remove anything in ENABLE_LOD, keep the baked lod builder around though in case we want to try rendering it in the future
Fix cubemap ggx mipgen crashing on AMD, caused by sbox/commit/4df698bcf80ca9346240fdb473ca74fe45df2371
Force flush source cubemap before generating mips on dx11, same amd bug we had before
Don't make dest cubemap array texture a render target, unnecessary
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence)
Remove env_cubemap_box from fgd
Network tables for env_cubemap_box
Create SceneCubemap from entity properties
Add indoor_outdoor_level (priority)
Ensure screenshot folder exists when recording video
Restore the mixgraph we used to have, fuck knows if it's correct though https://files.facepunch.com/layla/1b1511b1/sbox_0131.mp4
New steamaudio impl
Hook it all up to soundsystem again
Add settings to gameinfo
Updated trace solver from valve
Shadergraph: Save prompt when closing with unsaved changes
Remove global light usage (used in dota pipeline?)
Remove unused deferred_light files
Delete sprite entities, mostly to get rid of the toolobject
Texture editor (#1259)
Creates 2D textures and basic 2D sprite sheets to avoid having to write vtex and mks by hand
Load sheet data from vtex json
Load from sheet data if we have more than 1 image
Trim the bullshit from vtex json, we only care about 2D and sprite sheets for now
Creating texture through context menu with multiple selected textures creates sheet
Custom button drawing for list property so they don't look awful
If we open editor with vtex with dmx encoding, just create empty texture file
Property sheet target can now just be the texture file
Only mark as modified if json has changed
Hook up properties to texture file settings we care about for 2D
Restore unmodified file on close if file has been modified and not saved
Allow windows to bypass closing (for save prompts etc)
Throw up save prompt when closing with unsaved changes
Add asset browser for quick drag drop of images
Use tab widget for 2d, array, cube types
Don't save if there's been no unsaved changes
ModelDoc: Add camera near Z setting
Copy tonemap params from ActivePostProcessEntity to scene camera tonemap params
Enable scene camera tonemap by default
Render texture in viewport preview
Support vtex in asset preview widget
Properties dock
SceneCamera Tonemap (#1251)
Add tonemap properties to SceneCamera
Add the remaining tonemap properties
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Don't set ITonemapSystem ptr if tonemap is disabled on scene camera
Add SceneCamera.Tonemap.Enabled and SceneCamera.Tonemap.Rate via accessor
Editor window for vtex
Load vtex from kv3 so we can load from json
Serialize a test texture to test loading from json
Deserialize texture file from vtex
Serialize and write to file on save
Add "Create Texture" to image context menu
Delete some more unused client headers
Delete spatialentity and env_ambient_light, not even in the build
Delete keyframe_track and move_keyframed
Delete env_clock and resourceprecacher
Remove game rules proxy entity, whatever that is
Delete native point_worldtext
Physics awake list uses aggregate instead of skeleton, cherry picked to make meld easier
vpc, include in vphysics2
wrap v32, conflicts with mathlib
Fix scene map lights not setting light up vec for directionals, needed for mixed shadows to work properly. Enable mixed shadows on all lights for now
Fix map not using provided map loader
Map loader & Map collision
Map has SceneMap and loads physics, Entities loaded from MapLoader
Add SceneMapLoader, only loader we can have right now without an entity system
Map uses physics world of loader, don't load physics if it's not provided
Don't bind voxel visibility, not much use in managed, just setup vis on world ref
Move IEnginePVSManager to public, grab it through render service for now
Set scene world pvs from world ref voxel visibility
SimpleRenderScene grabs pvs from scene world
Get voxel visibility from world reference
Add StepSimulation that returns awake list to managed
Don't bother binding aggregate data, sometimes its a resource handle but sometimes not and we can't bind both