21,392 Commits over 1,552 Days - 0.57cph!
Format these shader compile errors better so they don't start with a newline, so we can see them in our console
Take CancellationTokens, do mat_reloadshaders automatically after a successful compile
Refactor output so we can deduplicate outputs from multiple combos
Humans: improved WalkFast_N
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants
Fix mesh component export
Drop a breadcrum when playing audioplayer to get a clue on what's being played if there's a crash trying to open it
Use ResourceControlWidget for Animgraph
Delete ResourceProperty
Log shader warnings and errors back to c#
Clean up and optimize shader
Clamp to viewport again
Fix sort mode on publish page
Delete EnumProperty
Get rid of -nwthread, use Channels instead of ConcurrentQueue
Fix undo for envmap probe bounds
Fixes sbox-issues/issues/7181
Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845
Santa Outfit (#1743)
Wipe my ass layer doing nothing
Unused Occlusion query layer
Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline
Tiled culling in managed render pipeline
Depth only prepass very likely doesn't need lighting constants
Lightbinner layer managed
Fix ObjectHighlight.shader
Make sure turning direct/indirect lighting off still works on managed lightbinner layer
memdbgon.h doesn't belong in a .h file
Santa jacket/trousers lods (citizen version)
Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174
Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175
Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys
https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
Santa jacket/trousers lods (human version)
Allow AssetType to get all file extensions, primary and additional
Remove hacky fix for image extension tags, do it properly
Make this readonly list so it can't be fucked with
Santa jacket uses neck_clothing bone to minimise twist deformation
Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired
There's a typo here in ModelRenderer.LocalBounds
Add TagsControlWidget
Don't use bind system for these control widgets, feels like the old way of doing things
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197
https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
Fix possible NRE in PathWidget
ListControlWidget now supports multiedit, only showing matching indexes
Add and Remove buttons now work when MultiEditing a List
Added support for re-ordering lists during a Multiselect
https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4
Right Click -> Duplicate now works on Multiselect Lists
Merge branch 'master' into gpu-occlusion-culling2
Move shader compiling to engine
Recompile shaders directly, instead of out of process
ListControlWidget now supports multiedit, only showing matching indexes
Add and Remove buttons now work when MultiEditing a List
Added support for re-ordering lists during a Multiselect
https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4
Right Click -> Duplicate now works on Multiselect Lists
Method name change + some docs
Threaded use of Steam networking API - enable with -nwthread command line switch for live testing
Make culling faster & more accurate by bailing early if we know any corner is visible, use local model bounds converted to world
https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_zt7IOESilA.mp4
Move -searchpaths logic to ToolAppSystem
Refactor
Results, async
Fix possible NRE in PathWidget
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197
https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
Clean up, only apply culling if enabled
https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
Cache all gameobject bounds, fit parent bounds to children
Readback runs callback, applies culling to sceneobject (tho we should really apply this per-view)
Rather than clamping to viewport, if all corners of bbox are off-screen, cull the object
Don't use bind system for these control widgets, feels like the old way of doing things
There's a typo here in ModelRenderer.LocalBounds
Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired
Wipe my ass layer doing nothing
Unused Occlusion query layer
Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline
Tiled culling in managed render pipeline
Depth only prepass very likely doesn't need lighting constants
Lightbinner layer managed
Fix ObjectHighlight.shader
Make sure turning direct/indirect lighting off still works on managed lightbinner layer
memdbgon.h doesn't belong in a .h file
Santa jacket/trousers lods (citizen version)
Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174
Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175
Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys
https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
Santa jacket/trousers lods (human version)
Allow AssetType to get all file extensions, primary and additional
Remove hacky fix for image extension tags, do it properly
Make this readonly list so it can't be fucked with
Santa jacket uses neck_clothing bone to minimise twist deformation
Merge branch 'master' into shadercompiler
No longer should pre-process in CompileShaderAndGetVariables
Refactoring
Refactoring to expose a simple mode
Remove crumbs of ToolsShadingComplexity, we can replicate quad overdraw in almost every material without a special mode, shading complexity itself is on toolsvis now, toolsvis class
There's also a duplicate shading complexity shader
Lightmapping combos go on shadingmodel
Fix typos
Remove ToolsVis() and ToolsShadingComplexity() ( & ToolsWireframe ) mode from everything
EnvironmentMap::From to calculate all envmaps on a position
PerViewLightingConstantBuffer_t completely unused
environmentmapped bool is bullshit now that cubemaps are gpu driven, add stub EnvironmentMapping.hlsl
Detangle all of this, vr_lighting never directly referenced from any of our hlsls now
Fuck of with light.environment, light.dynamic and light.static are just in Light.hlsl instead of own internal files
Move shadow functions to Shadow.hlsl, much like BRDF.hlsl, will make it easy for us to upgrade, move LightMap definitions to Light.hlsl
Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, that works only as a contract to shadingmodels, fix toolvis on shadingmodelstandard
DynamicLight refactor
Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once
https://i.imgur.com/jqko5ON.mp4
Remove more crumbs off S_MODE_TOOLS_VIS
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc
Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else
Nag message to remove S_MODE_TOOLS_VIS
Use single path for vr_common_ps_code to match what's on shadingmodel, eventually to just delete all of it, remove unused DISABLE_TONEMAPPING
Move BRDF stuff to BRDF.hlsl, organizes it and makes it easier to move to CS2's one with multiscatter
Fuck off with LightingTerms for toolsvis, we should be accepting any structure
Remove unused ShadingModel postprocessing ( handle it better )
ToolVis in a class
Single ToolsVis.hlsl, tidy it up
Initial ToolsVis without ToolsVis mode, cleanup some unsued
Goodbye S_MODE_TOOLS_VIS combo
Enumize ToolVis modes, dont keep this logic on shared_standard_ps_code