21,402 Commits over 1,552 Days - 0.57cph!
Use custom functions instead of GJK to bake physics shapes into the navmesh
Baking a physics shape now takes sub 100μs in most scenarios.
Camera.hlsl and Time.hlsl stubs
Fix not switching assembly during hotload
blendable: vertex paint tint masks apply per layer
https://files.facepunch.com/matt/1b2711b1/sbox-dev_GItra2hhLI.png
https://files.facepunch.com/matt/1b2711b1/sbox-dev_hO2CNKhDzx.png
Server sends code archive instead of assembly
Client compiles code archives
Don't try to compile code archives on local packages
PartyRoom uses SteamId. ConnectionInfoManager ensures we write party id as SteamId. Fixes being unable to join a game. Protocol++
Make Connection.SteamId and PartyId a SteamId
Make Game.SteamId a SteamId
Networking.TryConnectSteamId takes a SteamId
Add SteamId.AccountType
Add steamid to bytepack
Store last connection string globally for reconnect. Allows you to reconnect to your last server even when disconnected. Fix a bug where host changed may be called when not appropriate, such as an initial connection.
Fixed reconnect command
Set _ownerid before lobby owner transfer as well and pre-empt owner data change
Make sure go.Network returns network root network accessor like it did before (Fixes Facepunch/sbox-issues#7044)
Just return out if we're headless when shutting down user cursors instead of assert - fixes dedicated server not starting
Better handling for root network accessor
Add more error checking around mp3 mixer process stream, still seeing these pop up in sentry
Grab msaa from scene camera attributes when doing Graphics.RenderToTexture, scene camera might have msaa disabled
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
Update path of build-shaders, upload all shaders as artifacts
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
tiled light culling with edge feathering additions
vLevel isn't const
Update shaders, might get stumped with AO changes but i'll just build them back
Optimize by caching GJK simplexes when rasterizing obstacles
Fixed SceneInformation not saving SceneTags metadata
Experiment with arbitrary physics shapes as navmesh obstacles
Performance is not good, needs more optimization to be viable.
https://files.facepunch.com/lolleko/1b2611b1/sbox-dev_i7IaHMmjKv.mp4
Ignore triggers in NavMesh Generation
GameObject.Network is a class !!!!!!
Use uncompiled assemblies (#1714)
Scene ref gizmo: show one entry per graph, most recently triggered
Expose Local/World transform shorthands to ActionGraph
Creating new non-asset registers entry and opens rename properly, fixes Facepunch/sbox-issues#7001
Don't let creating new resources be blocked by not yet having a compiled version on disk, fixes Facepunch/sbox-issues#6991
Fix duplicate GameClosing panels
Give better titles to collider trigger actions
Add Collider.OnObjectTriggerEnter/OnObjectTriggerExit
▋▅▉█▅ ▅▇ ▍▍▍█▇▆▇▊▆▊▋▆▄ ▋▌▄▇ ▇▇▅▄▋▍▅ ▍ ▍▋▅▄
▊▆▉█▄▉▋▄ ▍▊▉▄ ▉▊▄█▉ █▄▍▅ ▆▅▋▍ ▆▆▍
Change facepunch.sandbox test to facepunch.walker
Disable package tests that don't have code archives (garry.testbed, carsonk.voip_roulette)
Lets handle package startup errors a bit better, shutdown properly, popup an error
▄▍▌▅▅ ▉▇ █▊▍▇▋▊▊▍▇▄▍▍▋ ▇▅▅▉ ▆▇▋▆▊▅▅ ▄ ▉█▇▉
▉▋▊▅▊▉█▌ ▅▍▋▌ █▆▋▉▉ ▅▌▍▋ ▇▍▌▋ ▅▋█
▉▊▅▍▋ ▊▍ ▍█▉▊▍▄▄▆▋▊▇▍▇ ▅▌▍▅ ▅▊▌▊▇▇▋ ▋ ▅█▍█
▋▄█▊▌▆▍▋ ▊▄█▌ ▇▅▊▄▋ ▍▊▊▊ ▄▋▄▋ ▇▉▅
██▇▄▌ ▅▅▍▍▄▊▌▆▄█▆▍▌▌▌.▊▌▇▋▋▄█▅▆▄▆▋▉ ▇▉ ▇▇▇▌▇▋▅▊▆▉▉▄▋▄▉▅
▆▌▅▌▉ ▅▊▇▌ ▋▍▊▍▋ ▍▇ ▍█▅▌ ▉▄▉▄
Remove rigidbodies from menu-main scene
Filter out .dll when downloading packages
Compile and load code on package download
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
▇▅▍▋▊▆▍▇▍▌▆▇ ▄▍▍▊█▇▅▅▇▋ ▄▄▆▄▍▊▇▍▄▅█
! ▊▌▆▊▆▉▅▉▅▇ █▇█▉▇▉▆▆▄▋ ▄▌▊▄▍█▉ ▇▆ ▍▍▋▅▌▇ ▅▊▍▅ ▌▄▉▅█▊ ▊▋█▉
! ▅▅▋▄█ ▇▌▆▅▋▌▍▋▆▅▇▊▆▊▆.▆▌▇▅▅▊█▊▅▇▆▊▅ ▋▅ ▌▆▋▋█▉▍▉▅▆▍▆▆▍▄▄
! █▅▆▇ ▆▋▊▌ ▋▌▅▄▋▉▅▋▍ ▅▇▅▌█▅
Fix issues with navmesh generation API
Should also fix tests
Shader rebuild process (#1713)
* Add * option to vfxcompile
* Delete older shader build scripts
* Remove cs_surface_interactions
* Always output combo count if it's over 1000
* Strip some lesser used stuff from spritecard to get the compile time/size under control
* Build shaders as part of ci, so they can't be out of date (we should still manually build and commit though!)
Squashed commit of the following:
-GTAO
-Aoproxy removal
Split between SSAO and GTAO
Start moving gtao to command lists, adjustments
Start moving gtao to command lists, adjustments
Fix navmesh debug draw disappearing at certain heights
Allow NavMesh areas to have arbitrary transforms
Reduce debug draw ground offset
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
Squashed commit of the following:
-GTAO
-Aoproxy removal
Split between SSAO and GTAO
Update spritecard.shader_c
Update ci.yml
Update all_shaders.txt
Rebuilt shaders
Squashed commit of the following:
-GTAO
-Aoproxy removal
Split between SSAO and GTAO