14,105 Commits over 1,583 Days - 0.37cph!
Menu: Validate GamePackage.Usage in GameScreen to prevent NRE for local projects
Kill legacy Fade Scale dx7/dx8/360 render property on models that's not hooked up to anything
UI: Software culling accounts for transforms too, fixes them disappearing randomly sometimes
UI: When early culling account for shadows so if we're scrolling and should only be able to see shadows it'll still render
Fixed Package.FindAsync failing to deserialize PackageUsageStats - fixes Sandbox and Asset Browser cloud tab
Improve placement of external gibs for multi body props
ci: doesn't matter if git stash has nothing to stash, carry on with the build
delete more dx9 shit
Nested main thread render layers work better with texturemanager, fix potential case where some hookup jobs weren't being fulfilled properly in main thread render layers
Quick adjustment to clothing icon of standard_skirt
Standard Skirt added
Added simple skirt, LODs and Skinning adjustments coming soon after.
Backport new base/dx11 rendersystem changes so other backports are easier; removes obsolete dx9 stuff, better barriers, finalize RenderTtextureDetail replaced with required mipsize
Fix nvwgf2umx crashes - these were being caused by blocking resource loads within managed render blocks; these would run the texture manager's hookup jobs, which would include async hookup jobs for texture streaming, but also the textures we wanted immediately. The problem with fulfiling these texture streaming hookup jobs is the render thread is already executing and a texture streaming hookup job is going to invalidate them by replacing the contents. This would happen more frequently for slow pcs where their texture streaming can't be fulfiled fast enough. I've hooked up a simple system to only fulfil the hookup jobs of the textures that have been requested during the render block.
Menu: Fixed GameList entries not opening game front
Lobby: Inform the player that their message wasn't sent if they're not in a lobby
Lobby: Name and shame the lobby participant when they get kicked
Get rid of null terminator in Lobby.SendChatString, it's not required in this case - this fixes party kick not working
tier0 GetGameInfo accessors
Delete unused RenderTextureDetail
Stop trying to bind invalid reflection texture for water since it all got stubbed, can't debug other issues with this shit spamming constantly
Don't upload core/base shaders to asset.party
Don't mount any shaders in manifest that already exist in base or core
Hunch crash fix, wait for rendering to complete before force reloading resident resources (if this resolves it, then it's probably shader resources need some extra love)
snd_event_alignedbox: Fixed sound position lagging behind by one frame
Fix shader lightmapping
Update blendable shader
Do downsampling in multiple passes, makes the code simpler, bypasses fuckery with the GPU memory controller and cost is basically the same
Add remaining mip downsample levels
Move objecthighlight shader from code directory to content directory, fixes being able to join multiplayer games
Fix light bounces for bendable with 1 layer
Keep lobbies to one line
Lower opacity of empty servers
Fix 5px border down the right of game screenshots on main menu
Tweak icon hover
ci: only reset tracked files before pulling, keep our build artifacts so builds aren't slow as shit (hopefully)
ci: can't build-addons until test-game is run, otherwise s&box.sln isn't created
Delete orphan vmat build breaker
Fix bottom to top scrolling being inverted with flex-direction: *-reverse or justify-content: flex-end
https://drafts.csswg.org/css-align/#overflow-scroll-position
Fix Popup PositionMode.AboveLeft not working on different screen scales
Tidy up Lobby class code
Remake PartyDeck in Razor, split out Party logic to static class, move party deck along bottom social bar
Party chatbox
Style adjustments to PartyDeck, give a crown to the current party owner, add horizontal padding to player-info
Style tweaks
Add a lobby chat channel to chatbox instead of in lobby screen. Add unread messages counter, and show latest message over the chat entry
Reimplement friend list in Razor, use it for both joining games and inviting to party instead of the seperate flows. Move friend list from top nav to social nav
Simplify chat code, better styles (bigger text) + sounds, add party / lobby kicking
Caching for Steamworks Friend so we can innocently use this in Razor without worrying about performance ( was eating 2-3ms on 30 friends from a simple Linq count - and a lot lot more on more friends )
Merge pull request #721 from Facepunch/social
Adjustments to Clogs and Socks asset naming
Check if package is null before creating the PackageCard
Keep current map if it's valid for MapSelect.Hidden
Don't render packages that aren't valid
Lobby.ValidateMap will ensure the map is set to one that is valid for that game package
Validate map before starting game and when loading new game info
Try map list if no valid tagged map
Merge branch 'master' of github.com:Facepunch/sbox
Mattress meta
Give a polite warning when no endpoint when uploading
Trolley
Gibs, should now spawn in the right positions
trolley flap gib
extra gib
Hydrant marker
Hydrant marker model - breakable
Merge branch 'master' of sbox
Obsolete Package.Background
Tests for negative animation-delay
Animation keyframes support background position, background size
Game widgets show screenshots
Fix for new screenshots api
New Outfit Piece - Crocs and Socks!
https://files.facepunch.com/daniel/1b1711b1/sbox-dev_uDFrK56aqf.jpg
LODs and any skinning adjustments coming soon.
Set maximum of 8 mixed light shadows at once, doesn't impact perf much
Adjust light heuristics
Smooth fade in shadows
Small adjustment to thinning_short_cap colour
Mixed Shadows Rework (#710)
* Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget
* Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup
* Let directional AO have falloff that better approximates to inverse square law
* Use 8k shadow atlas by default so that we downsample less often, reenable not casting shadows on point lights, needs more thought
* Have adaptive resolution for mixed shadows
* Recode all mixed light selection heuristics 🍷
* Extract importance calculation to CalculateMixedLightImportance, finish it
* Cleanup, remove rest of old mixed shadows heuristics that is unused now
* Cleanup, do shadow computations every .1 seconds rather than evecry frame
* Do a few visibility tests to see if the light is visibile to an entity and not fully shadowed
* Don't care at all for lights behind us that are not overlapping the player
* Tweak visibility testing, let directional lights go into test rather than just checking if sky is visible
* More cleanup
* Ortho lights trace on backwards direction, do shadow queries from light's perspective
* Do backface culling on ortho lights too
* Last final weighting adjustments
Updated func_precipitation
Property for spawn location for camera pos or pawn pos.
Set height offset to property
Removed default particles
Fix recent typo in CManagedRenderLayer::Render setting MSAA level to invalid instead of none, causing a shit load of crashes
Update citizen_debug.vanmgrph
Citizen/animgraph: debugging broken 1D functionality
Citizen/animgraph: added aim matrix to ledgegrab idle & added model-space IK to the state
Can save/restore in editor style edits https://files.facepunch.com/garry/037591e3-f19e-49f0-92a3-030b545250a0.mp4
Citizen/animgraph: small bits of cleanup