13,866 Commits over 1,552 Days - 0.37cph!
Added Apply TRS shader graph node
https://files.facepunch.com/ziks/2024-07-23/sbox-dev_PnwMGMVjmc.mp4
Fixed depth issues, added depth falloff control, added a fade zone for AO
Fixed depth bug apparent with rotating camera etc. added a depth falloff control so user can set distance to where AO ends. Then added a fade zone for AO which has a hardcoded small width so that when the camera depth to pixel approaches the cutoff the AO fades out to prevent any popping.
Fixed not being able to edit these advanced networking settings in prefab editor - working around NetworkAccessor ref struct
This should solve the uploader problems for games above 2.14 GB
Fixed GameObjectHeader NRE in prefabs
Fix errors when trying to render dynamic cubemaps in editor
Don't allow mesh shapes to generate contacts on sensors
Fix shitty jitter and noise in volumetric fog https://files.facepunch.com/sam/1b2211b1/NDCtmFBjFj.jpg
Adjust depth bias for gizmos and debug lines, we have way more granular precision than I thought
Add Storage Usage Widget to Publisher Wizard. Useful for finding out what has the largest impact on file size.
https://files.facepunch.com/CarsonKompon/2024/July/22_15-25-WellgroomedKomododragon.mp4
Cubemapper Fixes (#1627)
Refactoring and fixes for Cubemapper, cleaned it up, makes it really WYSIWYG
Makes them work on Scene viewport
Updates any time they're dirty
Barriers should be set properly now
Parallax for ambient envmap lighting
Diffuse lighting from envmap should be working properly now
Cubemap feathering is tighter by default now, should fix some "leaks" now that skybox is also a global cubemap
Use two passes for ggx cubemap filtering just like in cubemapper
Use bilinear filtering for SampleEnvironmentMapLevel, worth the tradeoff since we're much faster now
Up sky.shader version
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu
https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4
Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums
Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments.
Give Network Options button ToolTip
Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation"
Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled
Grey out interpolation icon when disabled
Merge pull request #1631 from Facepunch/new-inspector-network-menu
Updated Network Settings Menu in GameObject Inspector
Let's remove these exceptions - let us try to call RPCs on components that don't have a networked object root, as long as a GO and Component exists on the other end with those ids, we should allow it
Initial commit
Call flush here
Don't set to connected until Activate
Undo that
Flush for source here too
Only queue messages after Snapshot (otherwise ignore) and send when Connected. Add new docs to broadcast
By default queuedUntilState is null
Remove debug logs
Use new ByteStream( data ) instead of create w/ length then write
Optimization to remove queues when no longer required (cheers Ziks)
Oopsies let's actually not allow old cookies to replace newer ones
Fix offset parameter in ByteStream.Write (#1626)
Tooltips for mysterious component inspector buttons
Use Nullable underlying type when attempting conversion, fixes Facepunch/sbox-issues#5879
Show Prefab Variable button before Nullable button in ControlSheet
Catch possible NRE in CookieContainer
Oops, delta needs to be transformed by the rotation not the transform
Fix CastShapeAgainstShape for AABB
Fix component header not swallowing context menu events, fixes Facepunch/sbox-issues#5876
Fix physics builder stomping physics tags with material tags, they should just append
Make SSR reconstruction ghosting less apparent
GGXCubemapBlurHelper::GetFaceAndUVFromDirection was giving mirrored directions, recode it to point to correct direction, GGX skyboxes look very nice now, fixes a few issues specially in low resolutions, up sky.shader version so CI rebuilds textures
Support terrain collision holes (Use I8 instead of A8 image format for hole map), still need to refresh contacts on dirty though https://files.facepunch.com/layla/1b2111b1/sbox-dev_60iyvuYQ7S.mp4
Terrain: Add Hole tool
This is a seperate R8 texture currently, but will be JsonUpgrade and folded
once the splat map becomes an index map.
https://files.facepunch.com/matt/1b2111b1/0pGQXMLbc2.png
Browse cloud terrain materials button
Can drop terrain materials onto terrain in scene
Don't set cursor position if !IsAppActive()
Fix WatchPhysical() test, shouldn't be ticking before check
Oops - don't need obsoleted KeyModifiers anymore
Don't inject EnsureSufficientExecutionStack calls, see if that changes performance in any way
Lets see if CollectionsMarshal.AsSpan is any faster or if Nick Chapsas is a liar
Skip all this if we have no rendertree
Clean up
Hull collider can be updated without recreating the physics shape
Use MakeDirty for model collider
Sphere collider can be resized without recreating the physics shape
Capsule collider can be resized without recreating the physics shape
Add internal functions for updating spheres, capsules and hulls
Plane collider can be resized without recreating the physics shape
Move this internal resize attribute to collider so I can make use of it for all the other colliders
Rebuild or update collider if they're a child of the rigidbody object and their local transform changed https://files.facepunch.com/layla/1b2111b1/sbox-dev_UFKO9q1Mrr.mp4
Fix hitbox adding box shape twice the size
Add Box Gizmo to Hitbox Component
Use SRGB texture in text shader
Fix calling Update for the active scene in editor for every scene that was open
Only sort children if it's needed
More optimizing
I'm not sure that the RENDER_BUFFER_DYNAMIC_VERTEX_FIXED_SIZE size restriction still exists
Text rendering use anisotropic
Switch text shader to use bindless (to see if there are any perf changes)
Terrain Materials accept dragged cloud assets