4,304 Commits over 1,552 Days - 0.12cph!
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
Misc code delete, mostly pcre lib
Animgraph: Change how bone merge models are handled so they get morphs inherited
Add MusicPlayer.Spectrum and MusicPlayer.Amplitude for visualization purposes
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Add RootPanel.RenderManual, this gives more flexibility to where UI is rendered, to texture for example
Seal up ScenePanelObject
Add Vector2.Abs, to be consistent with Vector3
Rubikon: LoadUnaligned3SIMD_UnsafeRequiresMemoryPadding -> LoadUnaligned3SIMD in mesh CastRay
Add SoundStream.SampleRate
Start off SceneCustomObject with infinite bounds, users expect something to draw if they forget/don't need bounds
Add skeleton and attachment groups to model inspector https://files.facepunch.com/layla/1b2011b1/sbox_PHaGNadm2y.mp4
Add Model.AnimGraph getter
Display animations and parameters in model inspector https://files.facepunch.com/layla/1b1911b1/sbox_pEsjDw73df.mp4
Animgraph: Default fov back to 60
Animgraph: Save and restore camera settings