22,548 Commits over 1,614 Days - 0.58cph!
Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup
Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget
Fix exception when splashscreen manually closed
Fix exception in DragData.Url
Fix LaunchConfig construct exception
Fix exception in ConsoleOutput.OpenAnchor
Fix exception in Hammer.PostLoadMap
Fix exception in AssetPreview.GetAssetThumb
Attempt to fix CloudAssetDirectory share access exception
Attempt to fix exceptions in AssetFolderNode.UpdateCount
Fix possible exceptions in FileWatch.Tick
Wrap ClientSpawn so downstream exceptions can't cause too many problems
Exception wrap CreateEntityFromEngine better
Make unhandled RPC a warning
Change how ModelEntity.PhysicsBody is returned to avoid null pointer exceptions
Handle file in use exceptions in NetworkAssetList.AddFiles
Disconnect clients if they're requesting net files that don't exist/are deleted
Add string.ToLong
Add Parallax Occlusion to complex
Grabbed from #665
Add Sys( ALL ) for the time being
Replace Build only complex with something more generic, didn't know we could do this!
Kill spritecard only action, add complex only action
Kill spritecard only action, add complex only action
Add Sys( ALL ) for the time being
Move shader includes into folders instead of long names in 1 folder
Start implementation of common helper functions people need for shaders
- RemapDepthToViewport
- DepthToApproximateWorldUnits
- DepthToRealDepthWorldUnits
- ReconstructPositionFromDepth
Do standard weakref cache for each native resource class (repeated code isn't really avoidable here sadly), seal these classes, private constructors so you have to use e.g Model.FromNative( IModel )
Garbage collect on Client LoopEnd, eligable Resource classes were never getting collected and leaking their native handles
Simulate clothes on tick by default
https://i.imgur.com/AHZml3P.mp4
Fix movement_path_node missing
If the server's port is taken, try the next one a few times
Make custom shaders shared VS code not add bullshit that just goes unused
Add ShadingModelValveStandard to shader template
Move GenerateMips back to Graphics since we're in a render block
Let's not break the API, don't use UAV if we don't expect to use Mips
Color picker handles HDR colors
fix NRE on map uploads when the map addon contains skyboxes or prefabs
Put highlight shader on the same folder as highlightrenderer, put the old highlight shader on shaders folder so gamemodes that aren't updated don't break
Use temporary depth-only rendertarget instead of clearing depth, there are effects that still depend on depth on screenspace postproecss stage, allow binding only depth
Make custom shaders shared VS code not add bullshit that just goes unused
Remove standard shading code from highlight shader, doesn't need it at all
Show components in entity list better https://files.facepunch.com/garry/a20003da-9cd0-48a7-a39c-15a0cb6f5f8c.mp4
Add Parallax Occlusion to complex
Grabbed from #665
tweak model ao proxies, removing redundant prefab (use models instead)
Merge branch 'master' of sbox
Actually account for opacity in the shading models. Opacity now works for ShadingModelValveStandard
Remove the needing to require special definitions when overwriting render states
supersedes #648
Drop sys from Combos, this was removed with shader-assets and does nothing now
Drop Sys( X ) from all shaders
This supersedes #645
Get rid of postprocess example, should be on the wiki
Mark glow shaders as dev only
Return the full range of NdotL instead of the saturated version to allow for more lighting models out of the box
Add Parallax Occlusion to complex
Built shaders for testing
Allow us to reference features at runtime & set default values when they don't exist
#pragma optimize("", off)
Rebase fixes
Drop additive blending combo from complex, make parallax occlusion replace it since it's an extra sampler
Add FeatureExists preprocessor function, lets you check if a feature exists
debug prints
more debug prints
Update post_process.shader_c
Revert "more debug prints"
This reverts commit fd9301e0773cf03e2c12117cac92ed6495aad25c.
Revert "debug prints"
This reverts commit 637cd5109d557a230fd02d4828c726cc37a9da7d.
Fix complex compile errors due to secondary UV truncation + parallax occlusion & detail textures
Update all shaders
F_ADDITIVE_BLEND is no longer mandatory for shaders
Trim a lot of features needed to be included, they're now optional instead of forced!
Last one left is morph, still need to do some work to get rid of that one!
https://files.facepunch.com/ognik/1b1011b1/sbox-dev_r0eCOvInhu.png
Let high quality reflections propagate to all user shaders optionally since we can just check if a feature even exists now
Reduce number of iterations on thin lines
Remove pattern from being assignable in code, let it be done in material instead,
Apply tonemapping to RT Baked Lighting
Fix resource precache, fixes networked resources (glass etc)
Delete older highlight postprocess shader, actually bind clear with stencil support
Bind pattern scroll scale to the shader and compile optimized shaer
Do custom blending to avoid overdraw and set render priority so outlines blend with eachother
Update shader
Initial work on stencil glows
Unbind SetStencilMode, not really needed, add clear with stencil support instead
Implement initial cubemap priority sorting in our cubemap system
Fix tiled light builder adding one garbage envmap to the list
Fix crash due to trying to access invalid prepass layer
Take biggest radius component when passing shape proxies to gpu
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on alphatested materials
Fixed several prefabs being corrupted
Caused from a squashed merge rewriting the file contents
Force a reload of any resident resources that are or were symlinked, this is especially required for streamed resources to avoid a mismatch between header and file data
Store GameResources in ResourceLibrary instead of all Resources in Sandbox.Engine so resources get released properly on game shutdown
Every native resource (model, material, textures...) was getting held indefinitely even after game shutdown, this commit solves that by:
* ResourceLibrary will only hold strong references to GameResource, native resources will only have a weak reference internally this way they get unloaded properly.
* Sandbox.Tools gets it's own ResourceLibrary, doesn't piggy back from GameHost.Menu anymore
* Get rid of GameHost from Resources
Deprecate GenerateMipMaps
Move mips generation stuff to Texture.Utils
Cleanup
Solve race condition on shader, do both axis sequentially
Cleanup dupe code, add some docs
Decouple the system that holds references from base Resource class to ResourceLibrary. ResourceLibrary is only for GameResource, this was the only way it was being used and it makes no sense for normal Resource to be there.
Precaching keeps strong handles of native resources( mainly so we can NetRead them.. ), never add GameResource to precache stringtable (they're always loaded)
Texture.Load behaves better and doesn't try to cache a not found file
Comment these out, need to figure out ResourceJsonConvert (this is just for GameResources again?) w/ ResourceLibrary, and probably make another ResourceLibrary for Sandbox.Tools
ResourceJsonConvert uses given ResourceLibrary
Promises assign ResourceId again
Oops ResourceLibrary dictionary shouldn't be static no wonder it was fucked
Resource.Load doesn't need GameHost
Tools gets it's own ResourceLibrary, doesn't use GameHost.Menu anymore
NetRead.ReadResource can handle non-GameResource again
Replace optional GameHost virtuals GameResource.PostLoad/PostReload with simply passing ResourceLibrary
Replace Resource.Update in memory system with ResourceLibrary.UpdateGameResource, only used from tool asset inspector to propagate live changes of GameResource to game / menu
Launcher: docs, code cleanup
DamageInfo: docs, add HasAnyTag, HasAllTags
Add DamageInfo.WithTags, resolves sboxgame/issues/issues/2698