21,415 Commits over 1,552 Days - 0.57cph!
AssetPicker: Standardise initial selection logic, prefer selecting cloud package for cloud assets (and not .sbox disk path)
Fix focusing AssetList on entry sneakily not working
Wait for cloud browser to receive results before selecting initial selection
Add pivot to sprite renderers
Prevent cloud browser from shitting pant with duplicate facet tags in query
Don't add type tag twice when FilterAssetTypes is specified for cloud browser
Cloud browser: Hide sidebar type locations when FilterAssetTypes is specified
Update Facepunch.XR to match commit 5cb9da3f30cde711d40b872e8b37e29c6f1dfbfe
API fixes
Cloud asset uninstall flow/ui
- removes all references to the package from your project
- deletes all files that're no longer needed from disk
- updates package references to remaining installed package where there's shared files
https://files.facepunch.com/solw/2024/October/31_13-07-ComposedAmericancreamdraft.png
Fix vignietting on DoF
DoF Blur size is in pixels, make it relative to screen resolution so size is consistent, do uv offset a bit after first sample so there's less shimmer
Switch case node
https://files.facepunch.com/ziks/2024-10-31/sbox-dev_YiyL34b2CY.mp4
HelpUrl for PlayerController
HelpUrl adds (?) button to component header, fixed component header rebuilding multiple times
Use [FontName] for TextRendering.Scope, resolves Facepunch/sbox-issues#6752
https://files.facepunch.com/tony/1b3111b1/sbox-dev_VBbuYDiPZN.png
Humans: brand-new data sets for hitboxes, physics joints, and physics shapes + improved WalkFast_E + added WalkFast_W
https://files.facepunch.com/maxlebled/1b3111b1/2024-10-31%2001-49-11.mp4
Fix [Placeholder] attribute not actually setting PlaceholderText
Add Model extension to create bone objects
Rework skinned renderer to use create bone objects extension. Ignore absolute bone objects.
Fix asset browser not opening if last opened directory from previous session was deleted/moved
Fix UI sounds having Occlusion, Attenuation, Absorption and Transmission applied to them. [HideIf] those properties when UI is true. Resolves Facepunch/sbox-issues#6742
When creating a component, if the typename has a conflict, then prioritize the type that exists in addon code
PlayerController component
Player Controller prefab
Initial VR scene for main menu
https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
UI: Fix worldpanel depth issues, treat worldpanel roots as layers
Render VR menu at 4k, scale down to fit
Basic VR world input component, menu works properly
https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4
Line hands up better in VR menu scene
Quick little test map just so I'm not staring at an orange texture
Fix FloatControl shitting itself when it's nullable
Fix exception when deleting a component
Make ClothingContainer more useful
We shouldn't need these SteamInput files anymore
Fix path widget error with meta locations
Display distance on dragged sound in PreviewSound widget
PreviewSound Falloff preview updates as you edit the Curve
Add Vector3.SmoothDamped, Vector3.SpringDamped
Add HeaderAttribute, SpaceAttribute , HelpUrlAttribute
Keep General feature first always
Add ParticleModelEmitter
Add ParticleTextRenderer
Add SceneVolume system
Seal up some classes
Add DspVolume
Failing tests reproducing Facepunch/sbox-issues#6731
Fix Facepunch/sbox-issues#6731
Clean up string.To{Numeric} extension methods
Close modals if we hit back button
Update Input.config for menu project
Fix asset dependency list with new browser
Save/restore asset inspector tabs to cookie
Don't do AssetListEntry scroll events in list mode
Don't show libraries in cloud browser
Add windows-style subdirectory flyout to path separator
https://files.facepunch.com/solw/2024/October/30_09-20-IllfatedUlyssesbutterfly.png
Include final path separator if the directory has subdirs
Make FocusRange use world coords, expose quality, simplify coc algo
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Wave intrinsics to do early out for far dof
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Front blur, tweaks
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
Fill up _renderTarget on Graphics Scope so that we can fetch the immediate color/depth textures also without a copy
Fetch depth and color directly for DoF so that we can do pixel perfect fetches, start making near dof not shit
Iterate, higher quality downsampling
Disable front blurs for now
Add internal Graphics.NativeLayerRenderTarget, This should be set on start of scope, left here for advanced usage.
Final adjustments to dof
Fix CoC pass on any quality level, increase blur size to 200
https://files.facepunch.com/sam/1b2511b1/Recording%202024-10-25%20143224.mp4
Remove unused GrabOutputColorDepth
Adjust focal length with sensor size
https://files.facepunch.com/sam/1b2511b1/Recording%202024-10-25%20144814.mp4
Focus Gap in world units and outside the shader
Tex2DBicubic uses generic hlsl, make DoF compositing use bicubic filtering, makes it look nice even at lowest quality
https://files.facepunch.com/sam/1b2811b1/jXqgNeXnCK.png
Explicit quality level for DoF
Final adjustments to DoF
Hide quality level until O(n^3) downsample issue is solved on shader
Front DoF wip, still keep it hidden until it looks good
Mark that these things are in world units
Fix messed specular on skin shader that was using old normalization curve
https://files.facepunch.com/sampavlovic/1b3011b1/zPO0P1wuPT.png
Humans: reworked WalkFast_N
Front DoF wip, still keep it hidden until it looks good
Mark that these things are in world units
Folder Metadata is applied to FolderNodes
Move Folder Metadata from EditorCookies to ProjectCookies. Use relative paths instead of absolute paths.
PreviewSound gradient now visually follows the Falloff of the sound instead of purely being there for aesthetics
https://files.facepunch.com/CarsonKompon/2024/October/29_18-40-LightsalmonBudgie.mp4
Adjust sound defaults and hopefully fix most falloff-related issues.
Can give an optional target to scene event nodes
Fixes Facepunch/sbox-issues#6726
Hide quality level until O(n^3) downsample issue is solved on shader
Add TreatWarningsAsErrors compiler option
Add TreatWarningsAsErrors to built-in addons
Helps us catch warnings before the build fails because of BuiltInTests.NoWarnings
Add some default lighting to game object thumbs if scene is unlit
Fix SoundEvent JsonUpgrader to accommodate for RangedFloat values.
Added Distance/Falloff to Sounds (#1682)
Mouse back/forward buttons in asset browser
Clean up history logic a bit
Add scroll layout enter/exit events to ListView
Asset browser: only render thumbnails for assets within visible scroll region, dequeue when culled
Don't refresh whole browser content when a thumbnail is updated
Just do a single thumbnail render per frame for now, feels less janky
Fade out items you don't own in avatar scene