4,368 Commits over 1,583 Days - 0.11cph!
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
Remove skeleton void ptr from aggregate, out of game wont have a skeleton instance. Get skeleton from entity id -> body component
Bind DestroyAggregateInstance
Move VPhysicsMotionType_t bind from game to engine
Create physics group from model
Don't link channelrenderer in resourcecompiler, it doesn't exist anymore
Bind phys aggregate resource handle
Bind CreateAggregateInstance
Test creating physics aggregate from world physics, in scene map for now
ShaderGraph: Add render option for rendering backfaces (preview only)
Remove simple_keys - unsued
Another baseplayer cleanup
Move channelrenderer into resourcecompiler, makes no sense to have a vpc just for this
Calc proc bones before bone merge re-run, fixes jittering on bone merged models with anim constraints
Animgraph: Bone merge in blend 2d and anim clip previews
Animgraph: Show bone merge models in node preview
Animgraph: Don't allow animation clip drag drop when preview mode is active