242,341 Commits over 3,867 Days - 2.61cph!
Fixed a crash due to missing attacker in player takedamage hook
Block more URLs that crash awesomium - .mov, .mp4
This is not ideal, but there isn't a better way
Try to fix crashes with poster command and insane sizes
Fixed a crash with Entity:PhysicsInitConvex and invalid input
Potential crash fix for Nextbot:BodyMoveXY()
Merge from harbor_tweaks_4_cargoship
Fixed cargo ship not finding nearby cranes if more than one harbor was in the world at a time
Put a heap of debug logs in case this still doesn't fix the issue
Start making Abilities more generic
Fix swing bridge moving on the Y slightly when it opens and closes at harbor_1
ModelBuilder.WithLodDistance specifies the lod level the distance is for
Dispose server queries as soon as they time out to prevent them from doing more work than necessary
Heavy Scientist viewmodel setup (for Paddy)
Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings
Fixed "Snow Effect" material config
Add PhysicsShape.Sphere and PhysicsShape.Capsule to get properties for these shape types
Cubemapper tests
Remove all ggx code for now & just copy directly to cubemap array
TextureCube with mipmaps and arrays and mipmaps
Move texture logic from cubemapper to c#
Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU
Handle all array index stuff in cubemapper
Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV
Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders
Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler
GGX filtering
Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples
Assert isn't valid anymore in ComputeImageViews since we can pass a cube array
Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster
https://i.imgur.com/b61mX1Y.png
Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV
Remove unsued, clean up
Dynamic cubemap component settings
Remove the old BuildCubeMaps
Add WidgetUtil.CreateSwapChain
NativeRenderingWidget renders in regular render path
Fix RenderDeviceInfo_t wrong size
Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers)
CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling?
If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness
Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization
Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 )
Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering
Use high quality GGX filtering if baking cubemap as OnEnabled
Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray
Don't fetch render attributes from context, that's composited over, fixes a crash
Assert when UAV Index is invalid
Mesh Editor: Add button to select all faces
Harbor TerrainFilter tweaks in order to find more suitable placements
Add PhysicsShape.Triangulate
merge from optimize_rpc_src_connection_2/refactor_2
merge from fix_hover_loot_backpack_vending
Fixed TerrainFilter, TerrainAnchor and TerrainCheck all returning false when out of terrain bounds (blocking many valid harbor spawn location)
merge from fix_backpack_hover_attachments
merge from ui_pool_max_list_size
merge from server_hidden_stashes
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Fixed the remaining IO entities handles naming inconsistencies
Merged main into ioentities_handles_naming
MeshComponent sets scene object tags when they change
Input will tick before layout is computed on a newly created panel, so check null. Fixes Facepunch/sbox-issues#5268
SCSS: Implement rem and em
https://files.facepunch.com/alexguthrie/1b2611b1/sbox-dev_f5t9eFrLSk.png
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Fixed bug causing heli to be locked in an idle/orbit/strafe state if its target dissapears
Switch items to components and get them
Merge from bradley_scientists
Remove dupe convars_save
Api.GetAsync throws if status code not OK
Fix spinner wheel not resetting the camera to the expected rotation
Bradley scientist AI design update.
Reduce timer duration before returning to cover from chase.
Recall scientists if they or the bradley haven't been able to attack any targets for a while.