14,047 Commits over 1,583 Days - 0.37cph!
Fix Rider integration for toolbox installs - thanks faint
Latest compiled shaders - fix occasional blinking lights & fix lights on Vulkan
Disable texture streaming when rendering asset thumbnail or video
vfx_vulkan: do not use -fvk-invert-y on geometry shaders, only needed on vertex
Fixed FastPathTest.ResolveGeneric test
Failing test reproducing #1027
Simpler repro of #1027
Fixed #1027 in cases involving array types
Make vr_per_view_lighting_constants_legacy.fxc avaliable on retail
Rip out http allow list, rules for allowed urls are http/https to fully qualified domains or loopback on ports 80/443/8080/8443
Allow list was intended to let players clearly see what a game was doing, but there's better ways to do it
vulkan: don't do the flush trick for generate mips, not needed and force flushing the gpu from non main-thread cocks up
Fix shadows and area lights on vulkan removing unused parameters that were fucking cbuffer alignment
Remove more unused shit from shaders, separate lighting constants between legacy and non legacy in shader code, initialize light code in DoLightShape
Creating mipped textures from managed flushes render context before generating mips, fixes corrupted menu textures with some amd drivers
Moved Rust content to asset party
https://asset.party/rust/rustassets
Fix thumbnails not uploading
Fix errors on light.static.hlsl
Fix mixed shadows blinking black on activation, make them fade properly
Remove unused p2p stuff
p2p network connection fixes
Batch publish (#1138)
* Batch Publish available on right clicking content projects when they have an org set
* Can multi-select addons in asset browser to change publish status of multiple assets
* CRC calculations happen in thread (less editor hitching when publishing)
* Add Label.OpenExternalLinks (default to true)
* Add BaseItemWidget.ItemsSelected event
* Add AssetList.OnAssetsHighlight event
* Add Checkbox.TriState
Add rgb -> hsv and hsv -> rgb nodes
Include functions in vertex shader too
ShaderGraph: Allow compiler to insert functions into generated code
Use result function for blend node
Delete blendmodes.hlsl (yuck)
ShaderGraph, default input to zero for unary nodes when input is missing so errors don't get triggered
ShaderGraph: Add round node
ShaderGraph: Rewrite Remap node so it's actually readable
Save .shader instead of .shader_c in material
ShaderGraph: Add Arctan2, Arcsin and Arccos
FindInSphere and FindInBox also finds static entities
Fix crash when calling Graphics.RenderToTexture from UI tick by never doing AsyncBeginRenderingViews, no real benefit
Shader fixes, recompile some addon shaders with Vulkan too
Better Viewmodel Shadows (#1119)
Fix exception when trying to read bad format degrees
Fix possible exceptions in Input.Process (but maybe not)
Cache PVS on scope and do UpdateMixedShadowsComputations as a job, ~10x speed increase, do calculations every 200ms rather than 100
Disable limiter_on for sound streams, don't want stream sound events to be stolen
Update first_person_arms_adjustments.vsubgrph
In game video recorder captures swap chain texture instead of resolve and copy, render recording bars on another layer
Fix GlobalLobby preventing games from starting :(
vulkan: surprassing max device access threads in MarkIssuesCommands isn't an error case anymore
Delete trilinear threshold 360
vulkan: rewrite per thread descriptor set pools, eliminating max device access threads since .net can use a shit load - need to add some garbage collection on top of this, but will prevent the main crash that's been occuring
GlobalLobby works with new LobbyManager ( global chat works again )
Add Tiled Rendering Quads to debug view list
Fix foliage in VR, let's rethink how we do multiview API later..
FPArms/Punching: prefix all bool parameters with b_ like in the Citizen graph
Lightbinner Separation between VK/D3D11 (#1133)
* Add LightBinnerLegacy so we don't kludge our lightbinner with stuff we can't change on d3d, rename our main lightbinner to LightBinnerStandard
* Remove deprecated cbuffers
* Add lightbinner_legacy, separate both lightbinners based on the rendering system we use
Compile glass on vulkan, have proper curve for albedo color absoption for shadows
Add a generic Texture.GetPixels<T>() (#1117)
* Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
* Fix reading non-zero slice from 3D texture (#1118)
* CopyToStagingResource: only use 1 mip level / array slice in staging texture
* CopyToStagingResource: fix copy destination offset
* GetPixels: add dstSize parameter instead of dstStride
* Add Texture.GetPixels3D<T>()
* Texture.GetPixels( int mip ) now gets everything for array / volume textures
* Added Texture.GetPixel3D() to complement Texture.GetPixel()
* GetPixels: fix nativeDstRect size
* GetPixels: stride fixes
* GetPixels: reading from non-zero mip level fixes