14,045 Commits over 1,583 Days - 0.37cph!
Don't destroy PVS if it's also used in another SceneWorld
Nah that wasn't it + it already does this further down
Fix crash when clearing SceneMap worlds, we were setting PVS to nullptr instead of the default pvs
Re-add vendor info to TrackedDevice for `vr_info` debug command
VR input system supports device roles (i.e. left hand, right elbow, waist, chest), uses newer IVRInput system (paths etc.)
Add SceneParticles.SetNamedValue( string name, Vector3 value )
Update shader build github workflow
Fix out of bounds write in tiled_light_builder_cs causing nasty undefined behaviour
Tiled lighting branches properly, ideally this should be matured enough to not need to be toggled as it's vital to high perf
Old envmap code
Fix cubemaps always using 1 extra cubemap they shouldn't be (need shader rebuild)
Before: https://files.facepunch.com/matt/1b0211b1/sbox_ZJY2zoiVoF.png
After: https://files.facepunch.com/matt/1b0211b1/sbox_Gvuv88s1oY.png
convolve_environment_map.shader - optimized compile + vk shader
Revert "Clamp panel scroll so you can't hyperscroll into oblivion"
This reverts commit ae00da50dc4754cfcae051e09e621346f06c8343.
This broke inversed axis scrolling, incorrect fix
Whitespace collapses by default & switch white-space to enum
Submit a VRTextureWithPose_t to compositor
New Outfit Piece! - Loose Jumper
LODs and skinning adjustments coming asap
Re-add some VR native submit code, looks like it got removed by mistake
Fix VR stereo camera positioning
Merge latest Valve rendersystemvulkan & rendersystembase changes
Primarily this is switching to use VMA, but also dozens of major and minor fixes and general upstream parity with our own changes distinct and clear.
VR legacy layer uses real values (don't like this but I don't see any other way, we can remove it later)
Fill device roles for tracked devices
Add Expose attribute to StereoTargetEye
Update Facepunch.ActionGraphs
Support for node plugs in title bars
Support for overriding getting relevant nodes without an input type
Vulkan BarrierHelper
Use barriers for the multipass texture downsampling, this was messing up our depth pyramid making mips look like this: https://files.facepunch.com/matt/1b3111b1/qrenderdoc_bn7FgvAx1n.png
Move these procedural layer renderers to not be inline, drop Vr prefix from quad renderer
Move tiled light culling to it's own layer renderer ( this should be per-view in the lightbinner really, but I can't touch that right now )
Buffer barriers on the culled lights buffer
Make GraphView.FormatTypeName public
Reference Facepunch.ActionGraphs, NodeEditor abstraction (#1311)
* Allow references to Facepunch.ActionGraph in editor code
* Add some basic node definitions
* Expose TypeLibrary members as nodes
* Refactor NodeGraph to support dynamic nodes
* Hotload: fix before / after constraints on upgrader ordering
* TypeLibrary.GetSerializedObject overload accepting a getter
* Add [Flags] to DockProperty
* Allow custom exception stack trace inspectors
* Skip HideInEditor properties in ControlSheets
Citizen/animgraph: fixed foot IK parameters also affecting hands
Citizen/animgraph: new parameters for "manual" / code-side IK, removed b_vr
Add PhysicsBody.Surface, PhysicsShape.Surface
Add Input.EscapePressed
FPArms: another pass at movement anims
Fix native dsn again
Fix not writing .version etc if commit message was empty
Remove "This AddShape method isn't properly implemented yet. Sorry." it should be now
Rename some of this intersection stuff
Keep AO proxies updated after animation
New Outfit Piece! - Football Shoes
Clean resource names of textures further to not mistake for absolute path
IRenderDevice: delete 360 only method
GPU Resident Textures debug menu
Set debug names for c# loaded images
Use schema-less RuntimeTextureSpecificationFlags_t, remove redundant flags
Test for null get / set methods in ILHotload (#1287)
Add TypeDescription.BaseType
fixes sboxgame/issues/issues/3660
fixes sboxgame/issues/issues/2611
If package starts with local. then don't find by exact name
Throw exception in CodeEditor.OpenFile if passed path is null or empty
Disable Panel go to source is source file is empty
Handle not found exception in MenuUtility.Storage.GetStorageFiles()
Fix NRE in LoadAllAssembliesFromPackage, if a package failed to load
Only share parent view's atlas if it has a lightbinner, fixes avatar menu, I'll revisit this tomorrow
Pass current view to be used as parent view in RenderTools.RenderScene, this lets lightbinner cache shadows properly between SceneCamera views on the same world, but doesn't affect SceneSunlight though
Failing to create hull or mesh will still add a valid shape (insignificant sphere)
Define IZ_UNITS_PER_METER in engine2
Remove deleted bodies and shapes from m_CollisionEvents
Ignore world by looking for world tag, instead of entity == 0 (because it's always 0 in scene system)
Trigger ignore if both have no touch events - not just one
Fill out the ContactEnd struct
Add PhysicsShape.Collider object
Re-order VPhysIntersectionNotification_t to make it more c# interop friendly
Add IPhysicsWorld.ProcessIntersections
Add Gizmo.Draw.LineSphere easy mode
Add PhysicsBody.OnTouchStart, OnTouchStay, OnTouchStop
Hammer: Fix crash trying to simulate softbody
Fix mistake in hull copy when adding transformed hull