1,495 Commits over 1,157 Days - 0.05cph!
Clamp dirty regions within terrain bounds
Explicit updates for Terrain material buffers since we're not uploading this every frame like a mad man now
TerrainMaterial.Metalness range 0.0f - 1.0f
Terrain: Make texture paint & holes also work with new undo
RectInt: your favourite Rect struct but with integers
Texture.GetPixels: Able to specify dstRect fully
Terrain optimizations, better undo/redo, clean up
* Implement new undo/redo system, track delta changes instead of full snapshots (faster, more reliable)
* Don't upload buffers every frame in OnPreRender
* Stop using MakeDirty, each property only updates what it needs to
* Only create SceneObject when we can actually use it
* Don't over expose public methods & properties, remove dead methods
Optimize TerrainStorage.GetDominantControlMapIndices 400ms -> 1ms
Pass in a buffer we get from ArrayPool instead of allocating and returning, also preresolve some getters
Vector3: Aggressive inlining on aggressively inlined System.Numerics.Vector3 methods
TerrainClipmap mesh gen optimize 266ms -> 26ms
Don't recreate Edit menu, just update the undo options - fixes Facepunch/sbox-issues#6539
steamApiDll wasn't being populated properly, so it'd never free
Dynamic edit menu, show top undo/redo entry name, disable if nothing on stack
https://files.facepunch.com/matt/1b0111b1/0jX7JegPIJ.png
Revert "If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )"
This reverts commit 3d84d6b56d8d948c5212e13e69ab82a2fc4af264.
Let's not have 2 KeyBind razor components, use same styling as settings for BindModal, fixes not being able to bind properly
Fixes Facepunch/sbox-issues#6421
Use PackageManager to LoadAllGameResource from active packages instead of explicitly calling it everytime we need to after Package.MountAsync()
Fixes Facepunch/sbox-issues#6206
RenderTarget.From throws an exception if the passed textures were not created as render targets. This then fixes crashes when you're trying to use these invalid RenderTargets.
Fixes Facepunch/sbox-issues#6463
Avoid cyclic library references when publishing libraries
Fixes Facepunch/sbox-issues#6414
Fixes Facepunch/sbox-issues#6410
MeshComponent updates meshsystem & sceneobject flags when setting a new model, this is usually automatic but it's a semi-procedural workflow
TreeView nodes do not call OnItemActivate when double clicking the expand/collapse button
Fixes Facepunch/sbox-issues#6487
Use EditorTypeLibrary for Hammer PrimitiveBuilders (bonus: you can define these in your own editor libraries too)
Fixes Facepunch/sbox-issues#6499
-allowlocalhttp works for WebSurface in editor only. Also limit Http local http to editor and headless (dedicated server), players should never be able to accidentally opt in
Facepunch/sbox-issues#5774
Handle WebSurface.Url null, remove duplicate private url check
Fixes Facepunch/sbox-issues#6380
Optimize TextureBuilder creations with no initial data
* Use vkCmdClearColorImage instead of allocating a big empty buffer in
managed
* Texture.CreateInternal also passes a nullptr if the span is empty, so we
don't do additional unnecessary setdata
It's weird all of this stuff has an API of Span<T> & int length, but hard
to fix without API breaking changes
DrawIndirectArguments should be LayoutKind.Sequential
Backport some more gpu profiling for scenesystem
Backport scenesystem GPU profiling
Restore these deleted attributes to Valve core shaders, where we ended up only including them accidentally only in reflection mode in complex..... (fixes missing world mapping and other features in complex & more)
sbox/pull/736/commits/bca14ecb2bba7d5410a2b971ab1f9a9c406a41d3
We should not be removing core stuff from core shaders because we're accidentally including our material api. The material api should depend on core, not the other way around
compiled complex
ComputeBuffer.GetData - 0 count is illegal
Add Model.GetIndexCount( int ) Model.GetIndexStart( int ) Model.GetBaseVertex( int )
Shadow map layers set proper ELayerEnum::Shadow, fixes SceneCustomObject not casting shadows
git blame ignore "Copy over changes for shader resources"
ComputeBuffer methods use the current render context if applicable, otherwise stuff is in weird shit orders
Match upstream m_bIsReadOnlyDepthStencil
Don't bind ShadowDepthBuffer as an input whilst we're writing to it as a render target (drawing shadows)... 🤯
Add ComputeBuffer.SetCounterValue( uint ) for Append buffers
Add ComputeBufferType.IndirectDrawArguments
Public Graphics.DrawModel(Instanced)(Indirect), prefer Span<Transform> to Transform[T]
Terrain:GetHeight() multiplies by heightscale
compiled complex.shader_c with stripped combos 259MB -> 102MB... there's more we can do but let's see if anyone whines first
complex.shader: remove F/S_OVERLAY, we have specialized overlay shaders already
complex.shader: drop texture animation, way too specialized
complex.shader: half combos by making S_REFLECTIONS it's own shader variant since it doesn't really use 99% of the other combos
shaders: drop D_BAKED_LIGHTING_FROM_VERTEX_STREAM
complex.shader: combo rules for F_PARALLAX_OCCLUSION (insanity that we added this to this shader)
Drastically reduce unlikely combos by disallowing with:
- Translucent
- Alpha Test
- Cloth Shading
- Bent Normals
- Diffuse Wrap
- Additive Blend
- Detail Texture
- Metalness Texture
- Retro Reflective
Fix crash from trying to upload too many envmaps to the GPU, missing range check but also why are there this many envmaps being binned @samzanemesis
Add Scene.RenderAttributes for global render attributes for usecases similar to Unity's Shader.SetGlobal...( )
Terrain buffers are global scene attributes (that actually work this time)
Remove max thread count from pooled dynamic vb/ib, fixing crash when used from too many threads (.net threads with unreliable ids)
Fix open_asset crashing in non-tools
Don't show lobby cards for games marked as hidden (unless you're in that org)
Another out of memory fatal error
Validate descriptor bindings of a shader (for real this time, not in a dead method) - prevent crashing by not loading these invalid shaders
Tag map for sentry too (if launched with a map)
Fix exception with no camera
Some error reporting breadcrumbs/tag for identifying game package
Breadcrumb pipeline creation to see what shaders crashing us
Running out of video and system memory is a fatal error
Move all terrain attributes into 1 structured buffer, create a Terrain class any shader can use to provide things like Terrain::GetHeight( worldPos )
Use an AssetPicker for browsing terrain materials instead
UI: Do not render invalid texture background images
Fix missing map select button
Disallow np2 textures, crashes the DXT compressor we use, plus disables mips etc.
CRenderDeviceBase::AsyncSetTextureData2: Fix nullptr crash with invalid rects
Don't completely fail to start with an invalid controller plugged in, needs to be properly fixed in C++ though
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
Terrain Materials accept dragged cloud assets
TerrainMaterialList: Double clicking a material opens its editor (single click selects for use still)
Terrain settings hide Collider properties which we force, can we have Terrain not inherit these at all @aylaylay
Terrain: larger default clipmap extents (fine but can be smarter without a clod mesh), remake clipmap mesh on dirty properties
Terrain: Add MaterialOverride for custom shaders using terrain shader api
DynamicSceneObject: AddVertex( Span ) should not accept a count, internalize ptr only method, VertexSceneObject adds range
Reverse Z (#1581)
Every other modern engine uses a reversed depth buffer,
Unity DX11+
UE4+
Godot
It brings a massive improvement to depth buffer precision helping to prevent z-fighting and other depth precision issues.
Source 2 has always had support for it but was not forced because of DX9.
We should have turned this on long ago and will have to rip the band aid off at some point. It will break peoples custom shaders.
The other ways their shaders would break that I'm unsure if we could provide compatability are rare:
Interact with the depth buffer directly or through Depth::Get etc.
Perform operations in clip space like gizmo_grid.shader does.
I don't see why we'd ever change clip space direction again after this.
EditorPreferences.CameraZNear minimum range 1 please stop
Resolves Facepunch/sbox-issues#5696
Box select works in ToolVis modes (ui_cssbox shader)
Resolves Facepunch/sbox-issues#5699