1,368 Commits over 882 Days - 0.06cph!
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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
Compiled light culling material
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
package/list accepts engineVersion
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
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Bit of cleanup
simd cell triangle vertices up front
Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet
Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now
Pin heightfield memory to the PhysicsShape so GC can't free it whilst native is using it
Messy-ish start to editable saveable terrain
Terrain collider but commented out cos master doesn't have it yet
Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource)
Don't cast shadows from terrain, it looks dog shit
Json seems to give a fuck that these are private setters
High precision lighting offset
Use new Depth helper class
CPU Bilinear interpolation for sampling terrain height
Move terrain editing to editor code
some toolvis sceneview options, messy
latest component changes
brush update
splat shit painting
Clamp min height on paint
This should use images from content path now
icons + fixed bug with loading them
couple more brushes
Fix controlmap not being create on first enable
Shitty undo
Misc
depthresolve uses min of all msaa samples
Pass engine version how web expects it when searching for packages
EngineVersion greater or equal to
Don't stomp specified engine:version
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
This should use images from content path now
Messy-ish start to editable saveable terrain
Terrain collider but commented out cos master doesn't have it yet
Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource)
Don't cast shadows from terrain, it looks dog shit
Json seems to give a fuck that these are private setters
High precision lighting offset
Use new Depth helper class
CPU Bilinear interpolation for sampling terrain height
Move terrain editing to editor code
some toolvis sceneview options, messy
latest component changes
brush update
splat shit painting
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
Json seems to give a fuck that these are private setters
Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource)
Don't cast shadows from terrain, it looks dog shit
.gitignore: don't ignore shader_c
Add sprite.shader_c
Messy-ish start to editable saveable terrain
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 )