1,585 Commits over 1,127 Days - 0.06cph!
ILHotload runs hotloaded event
foliage shader: transmissive features (transmissive in general seems fucked though, one for sam though)
If -project was already added but inactive, make it active
Stop opening cloud menu for -project launched games
ComputeShader use Material.FromShader, support using resource paths e.g new ComputeShader( "shaders/cs_compress.shader" );
Don't call Environment.Exit on ProcessExit, but make sure we still flush managed SentrySdk just before TerminateProcess
Add ComputeBuffer<T> class for creating, reading and writing GPU buffers for usage with ComputeShader
Structured buffers, byte address buffers and append structured buffers are all supported.
https://wiki.facepunch.com/sbox/Compute_Shaders
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer
Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader
Can be passed to RenderAttributes.Set( string, ComputeBuffer )
Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int )
Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int )
Can set/copy data outside a graphics block
Flush this shit when using ComputeBuffer in a sync way, I'll do it a different way for an async/callback API
API makes more sense to be ComputeBuffer<T>
Drop access type to keep things simple, add List<T> SetData variants, add elementOffset arguments, additional error checking
AppendConsume buffers still need the structured buffer flag too
ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics
Don't make ByteAddress buffers with unordered access
Docs, GetData alternative with no count, checks for disposed buffers
ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics
Don't make ByteAddress buffers with unordered access
Drop access type to keep things simple, add List<T> SetData variants, add elementOffset arguments, additional error checking
AppendConsume buffers still need the structured buffer flag too
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer
Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader
Can be passed to RenderAttributes.Set( string, ComputeBuffer )
Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int )
Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int )
Can set/copy data outside a graphics block
Flush this shit when using ComputeBuffer in a sync way, I'll do it a different way for an async/callback API
API makes more sense to be ComputeBuffer<T>
Ignore some mega early IME WM events until the engine is initialized, should fix Proton crashing at startup
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer
Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader
Can be passed to RenderAttributes.Set( string, ComputeBuffer )
Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int )
Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int )
Can set/copy data outside a graphics block
Handle exceptions when using -project
Native Plat_ExitProcess calls managed Environment.Exit, this way AppDomain.ProcessExit events will always execute such as to flush Sentry events
Move bootstrap error dialogs to managed, display exception and make sure it lands in Sentry
Remove default pitch * 1.5f from Entity.BuildInput, just something we kept moving around from Source native
Make Package.IsMounted() work clientside on listen server hosts
Update all entities network hash after a server package has been installed - sboxgame/issues#3635
Adding a new server package would correctly change the DynamicAssemblyHash
on both server and client, however all current entities would still have
the old DynamicAssemblyHash.
This would mean the clients would receive no [Net] updates for this entity.
So to fix this we explicitly reset all entities network hash with
Entity.UpdateAllNetworkHash() on OnServerPackageInstalled.
Reinitializing the network tables would've also worked but would be
wasteful since we know all our exisiting entities have not been changed
unlike if the DynamicAssemblyHash were changed from hotload
Make !activator work for target entity on outputs
Remove unimplemented procedural entities !caller, !player, !game_mode from combo box
Entity IO: !game targets the GameManager so you can have [Input]s on it
Make sure log files use process path since CurrentDirectory is too early from getting set here
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer
Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader
Can be passed to RenderAttributes.Set( string, ComputeBuffer )
Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int )
Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int )
All the stuff I just missed with .addon -> .sbproj, can still add inactive .addon and have it rename, don't do -project content projects as if they're games
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler
https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler
https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer
Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader
Can be passed to RenderAttributes.Set( string, ComputeBuffer )
Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int )
Fix crash when dragging cloud models quickly in/out of MapView
Don't spam Draw: No Material Mode? from RenderTools::Draw, it's valid for there to be no valid mode when you're under tool vis modes
Trace.RunAll() - return empty array instead of null for no results
Fix copying text throwing exception
.addon files become .sboxproj files
Editor .sboxproj file association launches with -tools -project filepath
https://files.facepunch.com/matt/1b1811b1/NVIDIA_Share_yyKyjxy8Lp.mp4
Make -project simpler, deactivate all other projects early and go to the game menu
Don't release jump list object unless it's succeeded (should fix crashes on Proton and maybe weird Windows setups), release another thing too
Shadergraph: only compile preview shader for the current render API
ShaderGraph: Use .source2/temp folder that is actually mounted instead of absolute path shaders, these go properly through the ShaderTypeManager and get the right offsets then
Can compile Vulkan shaders on shadergraph / shaderhook now without crashes on DX11 🤯
Remove very last DX9 references from source code 🫡
rubikon: Fix double free crash in CMultiworldSoftbodyStepper
Update Qt with backported QTextEngine fixes for shitty strings
TextEdit.AppendHtml remove invalid control characters, Qt has an open report on crashes caused by these.. and they're invalid anyway
fp.bat: use vswhere to find vcvarsall.bat
Fixed a possible crash with certain fonts when shaping strings consisting only of control characters
qt/qtbase/commit/fccd419dd632306a4bd85928223e0a56a59510ef
Unicode: fix the extended grapheme cluster algorithm
qt/qtbase/commit/be0aa6a9a230dc98994cb65d97b76be7ae695a44
Fix handling of surrogates in QBidiAlgorithm
qt/qtbase/commit/94ce755dcd823678b0338f4bb4149fe4eeb844c2
Fix crash with procedural materials
Update materialsystem2 with latest Valve code
Backporting latest Valve code to make it easier to integrate raytracing & bindless
Removes render passes that never did anything, lots of refactoring
materialsystem2 API becomes much simpler to draw stuff too:
```diff
- IMaterialMode *pMode = pMaterial->GetMode( "Default" );
- if ( pMode != NULL ) // NULL if unsupported mode
- {
- MaterialRenderablePass_t renderablePassArray[ MATERIAL_RENDERABLE_PASS_MAX ];
- int nNumPasses = pMode->ComputeRenderablePassesForContext( NULL, pRenderContext, renderablePassArray );
- for ( int i = 0; i < nNumPasses; i++ )
- {
- g_pMaterialSystem2->SetRenderStateForRenderablePass( NULL, pRenderContext, g_hLayout, renderablePassArray[i] );
- pRenderContext->DrawIndexed( RENDER_PRIM_TRIANGLES, 0, 6 );
- }
- }
+ IMaterialMode *pMode = pMaterial->GetMode( "Default" );
+ if ( g_pMaterialSystem2->SetRenderStateForMode( pMode, NULL, pRenderContext, g_hLayout ) )
+ {
+ pRenderContext->DrawIndexed( RENDER_PRIM_TRIANGLES, 0, 6 );
+ }
```
AssertDbg instead of Assert in MAT_OP_BIND paths, these are meant to be fast paths
Lazy init SceneObject.Attributes since this was allocating CSceneObject::m_pExtraData for all sceneobjects, observable ~0.3ms improvement in generating draw lists
vfxc: add Radeon GPU Analysis, can target many arch
Update fossilize
rendersystemvulkan: new pipeline manager w/ VK_EXT_graphics_pipeline_library
Fix texture filtering feature on user shaders, recompile blendable and glass
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Latest shaders with Vulkan RenderState fixes
Add -allowlocalhttp command line switch, only works on server and allows you to do http requests to any port on localhost or private IP addresses. This is only really gonna be useful for dedicated servers to access their apis
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vfxc: can output preprocessed hlsl for vulkan
Use two stage macro expansion for RenderState and SrgbWrite so token pasting combos (and other defines) works as intended on DXC
Fixes RenderState being evaluated incorrectly on Vulkan and doing nothing or worst case crashing
`RenderState( CullMode, D_MYCOMBO );` was getting evaluated differently as FXC had some non standard macro expansion rules:
FXC: `string g_renderState_CullMode < string arg1 = "1" ; > = "" ; ; `
DXC: `string g_renderState_CullMode < string arg1 = "D_MYCOMBO"; > = "" ;;`
DXC's -flegacy-macro-expansion wasn't doing anything either
Fix Rider integration for toolbox installs - thanks faint
Latest compiled shaders - fix occasional blinking lights & fix lights on Vulkan
vfx_vulkan: do not use -fvk-invert-y on geometry shaders, only needed on vertex
Make vr_per_view_lighting_constants_legacy.fxc avaliable on retail
Rip out http allow list, rules for allowed urls are http/https to fully qualified domains or loopback on ports 80/443/8080/8443
Allow list was intended to let players clearly see what a game was doing, but there's better ways to do it