1,472 Commits over 1,157 Days - 0.05cph!
Dead cubemap rendering code
Remove unused r_tiled_rendering_depth_cull
Unused VR rendering layers (probably)
Keep version, we'll use it in a different way
vfx: remove unused HEADER { } carp
vfx: remove GetDefaultBlock which is randomly not used for any but MODES block, default modes = just Default() everything else is too magic bullshit
This seems bad
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive
* Non templated version because sometimes your buffer will have various types
* Usage flags can be combined now, e.g a buffer can be used as an IndexBuffer but also ByteAddress for compute shader
* Added additional error checking, exposed readonly properties for count/size/usage
* Added CodeUpgrader for ComputeBuffer -> GpuBuffer
* Fix Terrain materials buffer overflowing its gpu buffer
Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture
Bindless shader API class
Shader functions can specify storage class (static) and specify inline without erroring now
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive, non templated variant added, additional flags can be combined, debug names, error checking added
GpuBuffer CodeUpgrader
Fix Terrain materials buffer overflowing its gpu buffer
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation)
CSceneObject::GetCTransformUnaligned()
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
Add missing XeGTAO headers
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation)
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
blendable: vertex paint tint masks apply per layer
https://files.facepunch.com/matt/1b2711b1/sbox-dev_GItra2hhLI.png
https://files.facepunch.com/matt/1b2711b1/sbox-dev_hO2CNKhDzx.png
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
fix nre, cleanup unused, order, CommandList.Release -> CommandList.ReleaseRenderTarget
Add Graphics.ResourceBarrierTransition supports transitioning Textures and ComputeBuffers states currently, e.g if you wanted to signal a resource should be readable in fragment after a compute write to it
Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods
Add DrawModelInstanced methods to CommandList
Add CommandList.Set for ComputeBuffer<T>
Can DrawInstanced a number of instances without uploading data
Need to download cloud asset references after we've imported resources not before
Fix GameResource assets not registering before loading startup scenes (and also compile assets), remove stupid Task.Delay hack?
Fixes Facepunch/sbox-issues#6942
Prebuild the menu package
Prebuilding menu project halves startup time
Load fonts in parallel
Open the game window in SourceEnginePreInit instead so there's not that awkward 1-2 second of nothing
Prebuilding menu project halves startup time
EventRecord uses correct Version sha
Json warmup can be a background task. (-500ms) Make logging initialization more predictable to avoid double configuration waste
Menu doesn't need access control (-100ms)
Only initialize ILHotload in editor as that's the only context it's useful in (-100ms)
We can await on account information until after menu is loaded, otherwise we're usually hanging here for a second or more doing fuck all
ResourceLoader.LoadAllGameResource: FindFile `*` more optimized than `*.*` (150ms -> 75ms)
Update Superluminal PerformanceAPI (Stop nagging)
Update AMSI patch for .net9 so we're not wasting 100ms+ every full hotload / package load
Some additional troublesome Vulkan layer disables
Hotload ignore Refit Fixes Facepunch/sbox-issues#6843
Categorize Create Asset menu, can create code files, add templates for compute, material, unlit shaders
Use GameResource.Category in New Asset menu
Give built in resources categories too, merge with gameresources
Create templates for c# empty, component, razor code files and compute, material, unlit shaders
Create assets/folders from sidebar folder nodes
EntityTreeModel::mimeData calls base again so native interactions still work
Hammer GameObjects can have children
https://files.facepunch.com/matt/1b0611b1/sbox-dev_icF9jl1PDP.png
Suppress native transform change callbacks too which were causing angles & scale changes to not execute
Transform changes on managed execute EventPropertyEditorCoreAttributeChange_t so gizmos follow properly
Ensure GUID is saved all the time. And some validation: delete CMapGameObjects that have no GUIDs on load & create CMapGameObjects for scene gameobjects that don't have a match
Hammer: Can hover and select managed scene render meshes (ModelRenderer) as well as gizmo render bounds, whilst working alongside native traces
Hammer can paste gameobjects copied from scene editor
Resolves Facepunch/sbox-issues#6762
Copying, shift transforms & undoing all work on hammer game objects. Only had to change all the callbacks to a new system again
If no [Inspector] found keep falling back on [CanEdit]
Fixes Facepunch/sbox-issues#6784
Can drag scene prefabs into Hammer map view
mapbuilder: don't try to parse empty scene json
fixes Facepunch/sbox-issues#6777
Hammer GameObjects (#1675)
* Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c
* MapInstance additive loads the SceneFile from inside the VPK
Tie Meshes to GameObject:
* Replaces Entity
* GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider
* HammerMesh is setup at map compile time with generated models.
Editor:
* Add HammerManagedInspector which can take over native inspector if it likes the MapNode type
* Add HammerSceneEditorSession for handling saving properly
* Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority)
* Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos
Hammer Outliner:
* Managed sets DragData of map nodes in Hammer outliner
* Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly
* Removed duplicate entity list
* Add "Create Game Object" button
ActionGraph:
* Add MapSourceLocation for editing action graphs in .vmap files
* Open source map when inspecting graph from .vmap
* Parent action graph editor to hammer window if editing map graph
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Co-authored-by: James King <james.king@facepunchstudios.com>
Cleanup
Set native modified flag using SerializedObject callback, also emit EventMapNodeDescriptionChanged_t for the outliner