22,538 Commits over 1,614 Days - 0.58cph!
Hammer: Try to guess static overlay projection distance from scaling
Fix Panel.OnParametersSet getting called twice
vr: don't transform hand's angular velocity to anchored pose, it's not something you want or expect to be affected by it
Unfuck VR culling frustum which was causing scene objects to get rejected thinking they were only visible on 0.1% of the screen
Don't use localhost api - I knew I was gonna do this eventually
Switch to new find/get api endpoints
Cleanup, better do vignietting
Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one
Disable aoproxy caching on models with animgraphs
update shader objects
Launcher: first draft for selecting addons for game configurations https://files.facepunch.com/devultj/1b1611b1/sbox_pbcF7SRE4R.mp4
vr: particle renderer don't initialize 4x vbos for instancing, only need 2x
vr: fix cables renderer adjusting the transform id the wrong way, cables will render in right eye again
Undo passing features to Material.Create, no longer using this for material editor
Restore texture property state when rebuilding variable list
Do the same for color, float and checkbox properties
Update sentry-native 0.5.2, add Crashpad WER handler which bypasses SEH to handle __fastfail and stack buffer overrun crashes
Process in memory compile reload requests after replacing resource
Add dummy material in core for material editor to piggy back off of
Recompile material when features or textures change
Recompile material on session change
Include params in replacement resource
Don't forget checkboxes
release shaders for projected decals - should fully behave in VR now
Clothing Texture Variations + Makeup
Merge branch 'master' of sbox
projected decals: small compile fix for shader
Fix r_stereo_multiview_instancing affecting non stereo rendering
Don't bother with multiview instancing unless we explicitely want it, previous behaviour was to always ignore it even when we wanted it, fixes decals and other stuff in VR
Local packages untangled from remote packages
Local packages now end in #local and are completely separate from remote packages. This means you don't have to disable your game project to test the published version. It also means your launch configs are now broken. To fix just go in the config for each one and set them back up.
I've updated the Game list page to razor so we could have the local game tab.
Get rid of anaglyph and parallel stereo rendering modes
r_stereo_multiview_instancing: default 1, same as VR
Add Debug menu options for stereo rendering to the editor ( easy way to see if your game renders properly in VR )
When runtime mounting a runtime addon, wait for it to compile before returning
Release shader for projected decals
Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo
Fix client assemblies not getting swapped before entity deltas
Dot product with geometric normals to avoid double occlusion on AO, fixes most artifacts
Remove edge artifacting with ambient shadows
https://i.imgur.com/GV8SXq3.png
Misc tweaks and fixes, set default AO distance to 40, better self occlusion filter
Local packages all end in #local, don't stomp remote packages
Mount local map, local gamemode when starting
projected decal shader: adjust the instance id under multiview instancing so it actually appears in the right eye - decal space position still seems off though
Update shaders with adjustments for tiled rendering
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Switch tab when adding new session
Allow sessions to be closed
Outfit Reskins Variations + LODs
vr: make debugoverlay work on right-eye again, don't constantly change render target to swapchain
vr: debugoverlay behaves properly for multiview instancing now too
Greatly increase depth precision for world, fix decals in VR, don't do viewmodel offsetting at all on VR
Fix Undefined Behaviour In Tiled Rendering
System.Net.WebSockets for tool addons
Load System.Security.Cryptography.Algorithms.dll, System.Security.Cryptography.Primitives.dll - and whitelist System.Security.Cryptography
Only skip duplicate variable descs that are disabled (no idea why there are duplicates in the first place)
Recreate new unsaved materials when features change
Don't update material variables through events
Properly fix codegen removing all namespaces
Fixed codegen removing all namespaces in generated files
This is primarily for property initializers
Allow Material.Create to set feature states
Fix compiler not finding runtime game dll when compiling runtime addon
Can get TypeDescription by fullname (namespace.typename)
Runtime addons can define their primary class
Create new tab for new sessions
Get active session from current tab page
Change preview material on session change
Update Water and VoxelChunk to use tags
Refactor DamageInfo to use tags instead of flags
- Obsolete DamageFlags, DamageInfo.Flags, DamageInfo.WithFlag, DamageInfo.Explosion
- Add DamageInfo.FromExplosion, DamageInfo.WithTag, DamageInfo.HasTag
- Replaced all obsolete flag usage with new tag usage
hammer: fix entities not loading from remote packages, this was accidentally reliant on tools.refresh event & now it makes more sense
Automatically rebuild the project page on hotload
Disable debug spam
Package.MountAsync can load the addon assembly too