21,408 Commits over 1,552 Days - 0.57cph!
Fix IP Address byte order retrieved from server list
Add steamnetworkingfakeip to steam headers vpc ..
Make sure we disconnect from the network when exiting the game (especially for dedicated servers, we need to clean up properly)
Request and use Fake Ip when starting a dedicated server (test)
Only pass the result, its all we need anyway
Move net config bootstrap stuff to c# so we can set it there, now can be set after steamgameserver init too for custom opts
Gizmo.Draw.Grid can be drawn at an offset
Stun list test, fix game server callbacks for real, implement in dedi server
Fix Prefab Tabs not having a Context Menu, can now Show Prefab in Asset Browser
Added Sound Point Prefab Template and fixed Soundscape Prefab Template
https://files.facepunch.com/CarsonKompon/2024/November/06_13-23-RubberyNeondwarfgourami.png
Fix not being able to right click a scene/prefab tab if it has unsaved changes
Make Right Click clear in the Collision Matrix since the tooltip says it should
SoundComponents now use the AudioDistanceFloat controls for Distance. Updated SoundPointComponent gizmos.
Remove unused OpenXR launch environment variables
Update Facepunch.XR to ec56d1c119e0251cbc105be8a26792e266b68ed3, fixes some minor launching issues
VR hand component fixes
VR world input component
Remove unused VR bits in MenuSystem
Basic VR scene menu, loads automatically if VR is enabled
Add CommandList
* Add CommandList
* Add CameraComponent.Hud
rename RenderBuffer to InsertList
Multicast action graph delegates
https://files.facepunch.com/ziks/2024-11-05/sbox-dev_ntUf9trdvk.png
Fix occlusion not using proper listener position and constantly overriding the target
Fix tileX & tileY not being set in generation cfg
when the tile generation config was created.
This caused all sorts of issues, e.g. incorrect bounds, overwrites of tiles that were already created...
Also don't pad tile bounds on z axis.
Only reinitialize navmesh if tile related properties change
Make navmesh generation parallel & thread safe
Optimization: Shrink tile bounds (Z axis) before generation
Fix broken loading screen characters
ControllerInput: don't use input actions because they change game to game, use raw buttons
https://files.facepunch.com/tony/1b0611b1/sbox_6PTr7T3esQ.mp4
Restore these SceneCamera hooks that fish.sauna is using
Refactor
Gizmo.Settings.GizmosEnabled applies to DrawGizmos as well, resolves #1539
https://files.facepunch.com/tony/1b0611b1/sbox-dev_cW3C5AFArY.mp4
EntityTreeModel::mimeData calls base again so native interactions still work
Hammer GameObjects can have children
https://files.facepunch.com/matt/1b0611b1/sbox-dev_icF9jl1PDP.png
Basic CommandBuffer
Make RenderStage public, space out the numbers a bit more
Slim down SceneCamera Actions
Add CameraComponent.Commands, obsolete unused AddHooks
Break properly when clicking simulated mouse, so we don't interact with every rootpanel, now it's ordered properly
Priority Refactor, didn't make much sense to do it this way
Adhere to RootPanel Priority when rendering overlays
Revert "Fake Ip p2p socket test"
This reverts commit f3bece1dc379452f19b89fad20a1676149deb71a.
Extra debug convars
[pick] GetBindlessRWTextureXXX if compute shader
IsCloudInstalled doesn't care about versions by default
Skip installing remote package if there's already an installed version by default, always download when explicitly installing/updating etc
Remove manual package install button
fix log interpolation
Sound Occlusion traces now follow the rules of the "sound" collision group, which defaults to only collide with "solid".
Fix ProjectSettings.ReadWithFallback not running JsonUpgraders on old meta fallbacks
VirtualCursorSystem - work relative to screen size
Clickable class is prioritized, fix modal system NRE, reduce panel traversal block size
Renamed [Expand] -> [WideMode] with optional parameter to hide the label completely
Make tests compile (still need to be fixed)
Fix regression caused by typo
Remove obsolete transforms
Get rid of detail nav mesh and other memory improvements
Removes detail mesh and also cleans up polygon mesh after detour navmesh creation. Once we have the detour nav data the polygon mesh isn't needed anymore.
Run assettags.updated only on the main thread
Protect against a SceneDock not existing for some reason
Protect against GameObjects being added during Serialize somehow
Pull as much logic as possible from C++ to C#
Streamlines the config handling for recast. In particular it gets reduces the amount of duplicated default values and config setup logic. This is achieved by handling almost everything config related in C# now.
Lets be more explicit with IsPromise, isolate it to GameResource, make it internal, and make sure it gets set to false on load
Fix warnings
Remove notion of installing cloud assets as preview
Cloud assets are either on disk or not, this preview state confuses stuff without any real benefit. The important thing is that the references get stored in the assets - which they're not going to if we're not installing the cloud assets.
Asset picker previews cloud sounds
Call OnAssetHighlighted when highlighting cloud assets in picker
Add (hidden) to cloud packages that are hidden
Preview sounds when clicking on them in cloud browser
Get rid of the package download notice (if we want this, we have to find a less abrasive way)
Reset auth back to false, at least we can toggle it internally now without rebuilding native
Add a way to get authentication status so I can debug it
Restore allow without auth - need to find out why it wont auth auto?
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer
https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
Fix AO compositing for custom shaders
https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png
Add compiled shaders for AO including for Material shaders
Composite AO to pipeline rather than blitting, cleanup
AddHookAfterTranslucent > AddHookAfterDepthPrepass
[Pick] Add internal Graphics.FrameAttributes, up to review
Remove hack for clearing AO and use FrameAttributes instead
Strip that out - waste of time
Dedicated server max players, map name (or scene name if no map package), game name - ip address and port if specified, later we should only have steam ids