21,392 Commits over 1,552 Days - 0.57cph!
Only add query flag is property was set to true - otherwise remove the query flag
Start using SceneRenderingWidget instead of NativeRenderingWidget for shadergraph https://files.facepunch.com/layla/1b1311b1/sbox-dev_v8vsdE0JhV.png
Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work.
Humans: convert Citizen animations on the ModelDoc side rather than graph side
Move Qt.Orientation to Editor namespace, LinkableSplitter uses it
This stuff shouldn't be public
Replace SetRoot call with MergeToPreserveExisting
Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling
Add native CRenderAttributes merge function that preserves existing values
Use that function to merge render attributes in managed
Obsolete HostSync, add SyncFlag, add code upgrade / fix (#1729)
Explicitly set fields/props to null when deserializing (#1728)
Fix deserialize no longer being called
Only breakfromprefab during serialization when undoing
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
Have Sync.Query set the SyncFlags.Query flag
Update fix titles to be more specific
SyncFlag -> SyncFlags. Support SyncFlags.Query - replacement for Query = true. Add Code Fixer for Query named argument - auto combine flags in fix if already exists.
Expose category tree and package properties to package find results
Package category tree
WIP filter, allow discovering WIP games
Always define vTexCoord2 by default
Shader rebuild
Fix CameraComponent.ScreenNormalToRay
Always define vTexCoord2 by default
santa outfit
Humans: port over more animations from the Citizen set
Shading Complexity in ToolVis, quad overdraw isn't even working now, and certainly doesnt need it's own shading mode, can make all materials use same shader
Remove HighlightDeprecated from shaders, seems was never used?
Remove long unused shit from pixelinput and vertexinput and clean it up
Remove D_ENABLE_USER_CLIP_PLANE, complete bullshit, we use oblique projection matrices now
Moustache, Mutton Chops, Medium Beard and Female Mesh Tweaks
Remove this old sound capture code from soundsystem
Lock mutex when encoding audio frame for videorecorder
Add position offset to icon
Implement IconModes.Chest
Rebuild icons
Hide underwear in silhouette
Position some hair icons
Obsolete Clothing.DressSceneObject
Save/Restore feature tab status on Resources
Make the clothing icon editor a proper editor
Tag human skins for replacements
Remove old icons
Move clothing icons next to the clothing resource again
Update greyslkin
Clothing icon selector lets you choose specific body parts to target
Model.MaterialGroupAttribute + Model.BodyGroupMaskAttribute can accept string model (will look up the model from the string path)
Underwear material
Human skin selections
Clothing updates
Fix eye material
Include some citizen folder pngs with steam build, but try to not include all of them
Revert "Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732)"
This reverts commit db71195c4669b0dc2d9e3e6e9dcabfab0067a9bf.
Revert "Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732)"
This reverts commit db71195c4669b0dc2d9e3e6e9dcabfab0067a9bf.
Obsolete Clothing.DressSceneObject
Save/Restore feature tab status on Resources
Make the clothing icon editor a proper editor
Tag human skins for replacements
Remove old icons
Move clothing icons next to the clothing resource again
Update greyslkin
Clothing icon selector lets you choose specific body parts to target
Model.MaterialGroupAttribute + Model.BodyGroupMaskAttribute can accept string model (will look up the model from the string path)
Underwear material
Human skin selections
Clothing updates
Fix eye material
Include some citizen folder pngs with steam build, but try to not include all of them
Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732)
* Improve handling of RenderAttribute overrides/additions in Draw APIs
Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set.
Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values.
e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though.
Fixed DrawModelInstanced using blacklisted Memory type as parameter.
* Remove leftover comment
Use multi-bounce ambient occlusion
Feathering goes outer rather than center, allow to have inner (negative) feathering again, fixes light leaks in maps
SQRTRoughness was correct behavior for sampling envmaps
Put debug spew behind convar
Shader tweaks
Not perfect yet, but definitely a step in the right direction
https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_J85xCR3e3b.mp4
Citizen/animgraph: added 'static_pose' int parameter — set to '1' to display the A-pose but with open eyes. To be used when rendering item thumbnails.
Remove old DecibelsSlider and fix typo in the new one
Improve handling of RenderAttribute overrides/additions in Draw APIs
Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set.
Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values.
e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though.
Fixed DrawModelInstanced using blacklisted Memory type as parameter.
Remove leftover comment
Only reset Batch Publish Org if currently set to local
Check asset directly along with references assets when checking differences in Batch Publish. Resolves Facepunch/sbox-issues#7151
Improve handling of RenderAttribute overrides/additions in Draw APIs
Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set.
Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values.
e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though.
Fixed DrawModelInstanced using blacklisted Memory type as parameter.
Use Widget.Hidden for ControlSheetRow conditional visibility, avoids flicker on populate
Skybox material preview
https://files.facepunch.com/matt/1b1211b1/sbox-dev_M57SmAq1uF.png
Add SceneRenderingWidget
Render clothing from a scene
Update all clothing icons
Male Head 02 & Female Body / Female_Head_01 and 02
Only move nav mesh agent on transform change if the position actually changed - Fixes agents not moving correctly with skinned meshes with bone objects enabled, transform changed is getting thrashed
Resave template prefabs, some of them have missing materials
Remove long unused shit from pixelinput and vertexinput and clean it up
Convert world position to projected position on FinalizeVertex, don't like that these are opaque, let's see what we can do about it