4,353 Commits over 1,552 Days - 0.12cph!
Add Reroute to context menu
Only show comment and reroute on context menu when there's no search filter
ShaderGraph: Fix some nodes causing compile errors when used in vertex shader
Decal System (#1114)
Move decal system to C#
Allows decal definitions to define fade time
Remove spammy log in VoiceRead
ShaderGraph: Add step option for parameters to control the step size for material editor sliders
Fix decal entry defaults not being set
Get rid of decal convars and use the fade times from decal definition
Helps if i call the right rpc
Network moving decals from one ent to another, some games are calling TakeDecalsFrom server side and it wasn't working before
Clear the whole decal list if we want to clear both world and entity decals
Add fade time and duration to decal definition but don't use it yet because defaults on DecalEntry don't work?
Remove r_decal_debug
Add IS_DYNAMIC_DECAL | REFLECTS | DOES_NOT_ACCEPT_DECALS flags in case they're needed
Delete native decal game system
Rewrite decal system in managed
Fix decal jittering on skinned meshes
ShaderGraph: Fix stage id attribute sometimes not being set
Fix mistake in texture attribute
ShaderGraph: Initial support for vertex shaders. Some nodes wont be compatible in vertex shader yet. https://files.facepunch.com/layla/1b2011b1/sbox_H3xg9p6hOS.mp4
Delete template.shader_c no longer needed. shader_editor.vmat can just use complex, this is just the material to show while shadergraph preview is compiling
Search all rigid and skinned decal lists to remove decal
Check if scene object has already been deleted in projected decal destructor
Only compile shader if at least one compile target succeeded, we probably need to do this for when we compile vulkan
Only create shader resource on successful compile
VideoPlayer: Support hls input format, defer loaded callback until video width and height is valid
ShaderGraph: Do a real shader compile for previews instead of dynamically patching a single pixel shader. This will make vertex shaders possible and gets us ready for vulkan.
Only perform queued texture deletion this frame when not in main thread render block
Camera origin to bounds center for asset video
Destroy raytrace instances on resource status change instead, more reliable
Destroy raytrace instances on model deallocation, should fix RemoveInstancedEnv crash
Restore main thread render block fix.. looks like this is still needed
Video Recorder (#1100)
Adds tools only video writer, used for creating asset video thumbnails.
Add codec and container options to config
Add target frame rate to VideoWriter.Config
Add temp context menu option to dump video thumb to show usage
Use VP9 with YUVA420P to encode with alpha
Add video thumb rendering to asset preview to test https://files.facepunch.com/layla/1b1411b1/test.mp4
Passing an invalid timestamp will use incremental frame count as the pts
Expose video recorder to managed
Basic ffmpeg video encoder
Impl VideoPlayer.HasAudio
Fix VideoPlayer.IsPaused flicking on and off when seeking (stream will temporarily unpause when seeking)
Fix video player Duration and PlaybackTime
Don't create tools triangle list for runtime meshes for now to investigate crash
VideoPlayer: Default input format to mp4 if no ext specified in url
Perform texture streaming when in main thread render block. We used to return early because we'd get crashes but now we're getting hangs with it, so disable for now and see how we get on.
Check for texture last used before running task
Decode texture frames on background thread
Fix crash in attached audio stream due to uninitialized callback
Fuck avataranimated: off and just load the animated version if they have it for avatar: (big and small versions are static)
Avatar loader supports animated steam avatars. Example: url( avataranimated:@Friend.Id )