14,043 Commits over 1,583 Days - 0.37cph!
r_dynamic_reflections 1 by default
Add Connection.SendMessage
Allow creating a TaskSource
Fix warning
Update Facepunch.ActionGraphs
Fixed hotload getting very slow because of ConsoleWidget diagnostics clear (sorry 😩)
Rename NetworkChannel to Connection
Move GameNetworkSystem.Local to Connection.Local
Don't special case MemoryPack in AC
NetworkChannel has SteamId and DisplayName
Network OnJoined event, which is called for local player too
Fix VR rendering crash
Disable menu VR overlay
Add GameNetworkSystem.OnChangingScene
Update default send rates
Don't try to delete panels more than once
More useful warning if SendMessageToUser is false
NRE diagnostics in OnIntersection
Add Widget.SetContentHash
Lobby data is case insensitive
Fix console exception on close
Lobbies have names
Can move these object messages of the main network system now
More BytePack tests
Simplify message handling
Fix tcp sending out of order
Citizen/animgraph: improved sprinting animation & handling of the locomotion 'wish' layer
BytePack support TypeLibrary types
Fix PropertyDescription sometimes setting twice
Remove NetworkSerializer, build it into NetworkSystem
Remove MemoryPack
Clear Typelibrary's BytePack on assembly changed
Fix incorrect adding of prismatic joint
Enable limits on prismatic and revolute when limits are valid
Update output connections too in GraphView.UpdateConnections
BoolControlWidget support custom icons
Add descriptions to tooltips on ControlSheet
Don't try to load local packages when joining server
Fix potentially adding null NativeMemoryBlock to pool
Material::Init initializes TextureCoords too
Update new shader template
Remove stereo multiview instancing from debug menu
Add Texture.Update<T>( ReadOnlySpan<T> data ) & Texture2DBuilder.WithData<T>( ReadOnlySpan<T> data )
Stop using PixelInput for everything (#1336)
* PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway
PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too
* Material shading API can be used without common PixelInput
Internals rewritten to remove reliance on a commonly defined PixelInput
instead every function just takes what it needs.
The only public methods you may have been using were changed like so:
```diff
- float3 TransformNormal( const PixelInput i, float3 vNormalTs )
+ float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs )
- float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs )
+ float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs )
```
Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... )
stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work
with the common PixelInput include.
Material::Init() added to initialize a Material with default values
Geometric normals are now distinctive from normals in Material too, this
is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png
And a lot of tool vis modes were fixed too.
* Material.AmbientOcclusion float3 -> float
Change stack trace style a bit to show file path on a separate line if we have one
https://files.facepunch.com/tony/1b2211b1/parsecd_LAii24egtt.png
Adjust StackTraceProperty style more, copy to clipboard by clicking any part of the header, add tooltip
Update ActionGraphs, NodeLibrary restructuring
* Now one NodeLibrary per TypeLibrary instead of per ResourceLibrary
* No need to have a JsonSerializerOptions per ResourceLibrary any more
ActionGraphResource serialization fixes
Exposing some stuff in GraphView for derived types
Fix ActionGraph serialization test
Got rid of some debug logging
Make VRNative Compositor/System/etc. all properties
TrackedDeviceInfo has battery percentage (cherry-picked from vr-stats branch)
Battery percentage just displays in `vr_info` concommand for now
Change the way we handle VRTextureWithPose - create an initial VRTexture and then (optionally) append pose data, rather than just creating a VRTextureWithPose outright
Reinstate VR overlay code using new internal VR backend
Move FromTransform into Matrix so we can re-use it
Change linear slop instead of convex radius
Update OpenVR SDK from 1.26.7 to 2.0.10
Fix warning
Make BytePack internal, expose functionality via TypeLibrary
Add a LocalChannel for local Rpc calls
Clear out any log entries that are from diagnostics on hotload (to prevent duplicate logs when hotloading often)
Raise the console when clicking status toggle buttons
Sort out padding for stack trace "copy to clipboard"
Set convex radius to what rubikon used (should we change linear slop instead?)
Don't throw if we fail to create dock widgets (error when loading editor layout that has nonexistent managed types, i.e error list, game project editor docks)
Console Window Improvements (#1332)
* Added Status Bar console output
* Moved log counts to the Status Bar
* Moved stack trace to be inline with the Console
* Removed Error List
* Show all code editors in Preferences window, but disable editors that are not installed
Fix visual studio not opening to the file & line on first launch
PhysicsTraceBuilder ignores ITagSet if null
Tweak TcpChannel so it doesn't choke
Replace NamedPipe with Tcp, which I should have probably done in the first place and would have saved me about 6 hours of bullshitting around
Make sure maps set the world reference body
Change view "Restore to Default" to "Reset Layout"
Add GameNetworkSystem.IsHost, IsClient
Only actually add attribute members if they'd be used (target function accepts them)
Add delete option to editor window layout manager
CodeGen method wrap target function can (optionally) have first parameter be the specific wrapping attribute or an array of Attribute[] which would contain all CodeGen attributes on the method being wrapped
Should fix startup errors some people are suffering