4,312 Commits over 1,552 Days - 0.12cph!
ShaderGraph: Add vertex color node
Rubikon: Use growable stack for dynamic tree query and casting, fixes crashing with many overlapping object and is generally safer
Rubikon: Ray cast optimizations against meshes from Dirk
Fix cubemap incorrect rotation
Add prop_physics until we have a general solution to creating scene objects for anything deemed a prop
Set light probe textures to the ones serialized on the entity
Set light probe indices and scalars textures to black
Set shadow texture width and height for all light types
Set particle control point, not scene object transform
Serialize all scene entity properties before creating scene objects, we may need to find targets
Add tonemapping accessor to scene camera
Initial support for info_particle_system
Create scene light for light_ortho https://files.facepunch.com/layla/1b2411b1/sbox-dev_VTq2aIUNJq.png
Vis3: Use large bit vec for grid set storage and restore log warning about accessing bit out of range (this should never happen now)
Set remaining common light properties so baked lights are actually baked
Add remaining keyvalues needed for scene light entity
Fix light cookies not working on scene lights, load light cookies for scene light entities
Update cache optimized kd node
Delete unused files from visbuilder
TextManager creates texture with mips
Network info_visibility_box properties
Remove env_sky from native map class list
point_worldtext defaults
text_block type for message property
Implement point_worldtext in C# using our text renderer https://files.facepunch.com/layla/1b2211b1/sbox_fUilkVSXOb.png
Fix TextManager ignoring horizontal alignment
Vis3: Disable log message being spammed which is overwhelming builder output and causing hangs
Delete native info_visibility_box
Add start disabled and enable and disable inputs
Implement info_visibility_box in C#
Add SceneCullingBox which will be used for the info_visibility_box rewrite
Vis3 (#888)
New map visibility (Vis3)
Clean up check transmit info a little bit
Remove area bits and area portal bits and func_portal shit
Fix spawn group asserts when vis is disabled
Remove "Debug Vis Geometry" this used glview which we removed a long time ago so it does nothing now
Set spawn group handle when resetting pvs
Update FindVisClusterMembership and FindSingleTriangleMembership
Fix SampleGridsJob sometimes crashing
Volumetric fog sets vis info to null because it's ortho view
Copy pvs bits on scene view duplicate
PopCount -> PopCount64 (this fixes asserts in vis builder)
Use 7500 for shadow split max visible distance instead of asking pvs for it
Delete pvs data nodes properly in sceneobject term
Do obb to aabb properly
Allocate voxel visibility properly
Proper default pvs implementation
Set default pvs on pvs change
Allocate empty voxel visibility to what I think it should be
Attempt to allocate voxel visibility resource
Don't append "mapbuilder" to temp folder (did we start doing this?)