13,173 Commits over 1,522 Days - 0.36cph!
Compile shaders with SSR fixes
Citizen/animgraph: first (very) rough draft of melee_weapons holdtype + a couple of minor fixes
SampleLevel so the two shaders that use lighting.fxc on VS can read it proper, let's also start getting rid of these texture macros
Complex Reflections as Devshader
Fix truncation warning on shadingmodel.hlsl
Fix complex_reflections, remove any dependencies to valve code
Use inline reflections for complex
Composite SSR always, might create some artifacts but will be dealt with
Detangle reflections api and document it
Adjustments, fix normals on complex reflections
Fix wireframe render on vertex_color shader
Recompile vertex_color shader, fixes some fog issues we were having
https://files.facepunch.com/tony/1b1511b1/sbox-dev_kRzQ31t3HW.jpg
Restore these deleted attributes to Valve core shaders, where we ended up only including them accidentally only in reflection mode in complex..... (fixes missing world mapping and other features in complex & more)
sbox/pull/736/commits/bca14ecb2bba7d5410a2b971ab1f9a9c406a41d3
We should not be removing core stuff from core shaders because we're accidentally including our material api. The material api should depend on core, not the other way around
compiled complex
Citizen: fixed accidental FBM embedding of Citizen textures in an exported mocap take file, which was causing ModelDoc to extract the folder every time it compiled the VMDL
Citizen/animgraph: added experimental dota-style turn poses. Disabled for now because the parameter is not working correctly in-game and I don't have any way of troubleshooting it
Fixed Arrow Keys Inputs not having correct name.
Fix Default Inputs like "Forward", "Backward", ect not being override-able (was prioritizing internal defaults over Project Settings)
Change these noise comments to 0 to 1
Import vox at 4 inches per voxel, don't try to center it
Modeldoc vox importer uses a block size of 8 units instead of 10
Fix modeldoc vox import, only read content size for palette, not 256
Citizen/animgraph: tweaked the upper body lean layer poses to account for the change to model-space additive compositing
public Texture.Index and texture.MarkUsed. These are used for bindless textures
Mark scenes as needing to call OnJoined before we call OnStart() on components etc.
I don't know if this is the best way to do this - please change
if there's something better
Don't tell the network system we've finished loading if we're loading an editor scene
Don't call NetworkSpawnRecursive in editor 🤦♂️🤦♂️
Networked scene load (#1648)
Loading a scene over the network now just sends a fresh snapshot and re-handshakes with clients, rather than telling them to reconnect later and disconnecting them all.
Fix modeldoc vox importer using color palette wrong
Fix [RequireComponent] on properties in derived types
Swizzle vox import and center it on XY plane
Support .vox version 200 in modeldoc (although I don't see any format changes?)
UI: Layered backdrop filters require different UVs (because they render in a different space)
Fixes broken rendering when both filters/masks and backdrop filters are used in conjunction with each other
Update shader reference in Image/Texture previews
Fix sometimes invoking Start Game twice when clicking the image of a list entry
All Main Menu pages use the same helper function(s) instead of being rewritten in each
Fix Game/Map buttons not working on Org Pages
Clicking on a Game's Name or Org Name will no longer launch the game in the List View
Add Editor.Menu.AddHeading( title )
Fix Games and Game Jam page not launching games
Accidentally commit these few files 😅
Main Menu Redesign (#1645)
* Imported Lewis's menu and fixed any immediate errors
* Fix Avatar Menu
* Fix Sidebar
* Fix all instances of position: absolute not having position: relative parents
* More CSS fixes
* Cleanup the Home Page
* Implemented the Featured Games list on the Home Page
* Hooked up Games page with Search and Filters
* Show default div for orgs with no image set
* Added Active Lobbies section with LobbyCards
* Added Hidden decoration, Unplayed and Updated tags
* Add PartyDeck to SocialBar
* Added Tags to the top of Games Page
https://files.facepunch.com/CarsonKompon/2024/August/10_14-10-PettyVampirebat.mp4
* Minor text adjustment
* Favourites Section is now hooked up properly
* Implemented Currently Trending and Recently Played sections
* Hooked up the Search TextEntry
* Implemented Game Jam Page
* Implemented Maps Page and renamed some razor files.
* LobbyCard now uses the GameTile as a base instead of PackageCard for consistency
* Added Org Page back (in the style of the new menu, now with Games/Maps sections)
https://files.facepunch.com/CarsonKompon/2024/August/10_17-24-ReadyArabianoryx.mp4
* Restored ability to click on a game/map to launch into it (as well as the right click menu for each)
* Don't invert logo on hover
* Fix all the BuildHash-related issues.
* Remove unused/obsolete stuff
* Fixed Header Height in Org Page
* Oops I accidentally commit some weird changed I didn't mean to make
* Remove the VROverlayPanel stuff for now since it's Obsolete
* Remove the unused pages from the sidebar navigation. Make sure bottom-align is actually aligned to bottom and not flex growing
* Clean up Game Jam page now that `contest:x` searches work
* Game Tile Favourite Heart lights up if package is favourited
* Clicking Org Profile Picture will open Org Page
* Added mouse over/click sounds to game logo. Made it link to Home page
* Tag Buttons are now in the same style as the rest of the UI
* Fix LoaderFullscreen displaying over entire screen due to `position: absolute`
Fix selecting mesh elements when they're ontop of a gizmo like terrain
Citizen/hackweek: animgraph implementation of prototype avatar menu animations
Log a warning when trying to deserialize a component with no scene, and return null
Shadergraph: Attributes can set default values
Citizen/hackweek: added 58 new **prototype** animations for the avatar menu + moved all menu animations into a separate folder & prefab
Apply fog after lighting for sprites
Fix deserializing across network when GameObject reference on a property doesn't exist on the receiving end
Better warning messages on unknown component / gameobject for RPC - try to log the RPC method name, and if unknown component the GameObject name
Don't need to use the RPC filter here this should fix Tony's issue - doing a check inside the RPC callback anyway
Fix parent setting, flush for appropriate game object only, ++
IconButton has Toggle/Active mode
Sprites and particle sprites support lighting https://files.facepunch.com/layla/1b0911b1/sbox-dev_ga1AeZWCum.mp4
ComputeBuffer.GetData - 0 count is illegal
Add Model.GetIndexCount( int ) Model.GetIndexStart( int ) Model.GetBaseVertex( int )
Shadow map layers set proper ELayerEnum::Shadow, fixes SceneCustomObject not casting shadows
git blame ignore "Copy over changes for shader resources"
ComputeBuffer methods use the current render context if applicable, otherwise stuff is in weird shit orders
Match upstream m_bIsReadOnlyDepthStencil
Don't bind ShadowDepthBuffer as an input whilst we're writing to it as a render target (drawing shadows)... 🤯