903 Commits over 913 Days - 0.04cph!
Move CodeGenerator to Sandbox.System
CodeGen: Set MemberIdent on wrapped properties
Rewrite to [ConCmd] [ConVar], use new codegen, make scene games able to use them
Load fonts from scene games filesystem too
Log when can't find font, should help some people debug
TransformControlWidget: Non-uniform scaling
Apply a depth bias to grid to stop z-fighting and make it render double sided
https://files.facepunch.com/matt/1b1511b1/sbox-dev_vUfVeC7hKH.png
TabWidget.AddPage allow optional null properly
Don't create a CVolumetricFogRenderer if enabled but there's no fog volumes
SceneCamera is disposable, CameraComponent disposes it OnDestroy(), frees native resources mainly volumetric fog clipmaps
Editor doesn't use volumetric clipmaps
Check scene fog volumes not legacy ones
Terrain shader includes in terrain folder
Terrain obeys its transform
https://files.facepunch.com/matt/1b1511b1/sbox-dev_a95eXdB3HZ.png
Draw a configurable grid in editor scenes
https://files.facepunch.com/matt/1b1511b1/sbox-dev_4OQJeFR5bU.png
Build debug at 1am
Get rid of MultiProcMaxCount from build retail bat I missed, reasoning in 0ce21462b8ec81ee7c89328fb10e083cdac2f442
Additional Gizmo Controls
Gizmo.Draw.LineCircle: fix starting angle always being a little too much
Improve Gizmo.Draw.LineCapsule
Improve Gizmo.Control.Capsule
ColliderCapsuleComponent has gizmo controls
Fix Gizmo.Control.BoundingBox
Don't care about file mod changed for compile state, doesn't make sense and was causing constant recompiles when 2 assets of the same name existed
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Pull workflow: build content before tests
Shut the couldn't find driver version warning up
Fix anim subgraphs not compiling with contentbuilder because there's no assetsystem
Update these vmdls that are failing to compile, using some mega old schema text
ci: test-managed depends on built content
ci: turn off orphan deletion on contentbuilder
Remove looptypeclientserver
Delete demos
Delete rcon
Remove clockdriftmgr
Delete gameeventsystem
Remove userinfochangeservice
ShaderGraph add ToolsWireframe and ToolsShadingComplexity modes
Fixes sboxgame/issues/issues/4104
ShaderGraph add Camera node with position, direction, near/far plane
https://files.facepunch.com/matt/1b1111b1/sbox-dev_0SbvbXMF1c.png
Fixes sboxgame/issues/issues/3996
Shadergraph transforms the given tangent normal into world space
MapNode.OnAddedToDocument & MapNode.OnRemovedFromDocument
Run Scene.EditorTick() from Hammer
Get some scene prefabs going in Hammer
Hammer map worlds get a backing Scene, add that Scene's SceneWorlds to the render list
Add ComponentEditorWidget which can be decorated with CustomEditorAttribute
Example usage:
```cs
[CustomEditor( typeof( Terrain ))]
public class TerrainEditor : ComponentEditorWidget
{
// ...
}
```
Delete unused enums and networkclient defs
Pass engine version to discover api
Update default editor layout
Get rid of Sandbox.Server and Sandbox.Client
Rename Entity to HammerEntityDefinition, make it internal, delete some other things and mark lots of attributes as internal
Give test-managed a 10 min timeout
This test relied on Entity properties
Delete tons more Entity & Networking code
Strip C# Entity IO
Delete big chunks of entity networking, and stub a bunch of entities
Delete entities that will be prefabs
Delete base/Obsolete
Delete Net codegen
Delete test-server from CI since it's just testing legacy game loop
depthresolve uses min of all msaa samples
Pass engine version how web expects it when searching for packages
Remove r_depth_prepass option, we should always be doing it as part of forward+
Depth class uses the pre-resolved depth chain from the prepass instead of trying to sample an MSAA buffer, which was never working on certain MSAA levels and would've required a combo and loads of extra bullshit to do.
Add r_depth_debug to visualize the depth buffer
Make `ListView.ItemAlign = Align.SpaceBetween` work better, especially when there's not enough items to fill a row
ReflectionSerializedObject properties set their PropertyType
Wireframe and ToolsVisMode can be driven per-view by Camera attributes instead of global convars
vk: "fix" semaphore hang when recreating swapchains
vk: always use D32FS8 for depth buffer
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
Strip multiview instancing / instancing scalars from engine
Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders
Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS
Update system.fxc
Refactor some Graphics files, remove long obsolete methods
Add PhysicsWorld debug drawing methods for scenestaging
Fix shadergraph error when compiling