899 Commits over 457 Days - 0.08cph!
Initial work on new glass shader
Grime implementation & let grime cast shadows
Blur
Allow fogging of grime & glass
Fix grime on refraction variant
https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg
Allow tweaking of the specular of the glass for its reflections
Don't turn on blur if strength is set to 0 for post processing
Allow tweaking of the specular of the glass for its reflections
Fix grime on refraction variant
https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg
Allow fogging of grime & glass
Grime implementation & let grime cast shadows
Initial work on new glass shader
Fix cubemap mips causing resource compiler to crash
"Fix Bad texture dimension" for cubemaps
Allow CompileTargets to be optional, no reason to include this in every shader all the time
Remove useless features from shader api
Fix shader features not parsing properly if added right after an include
Add world mapping as default to shader api
Add toolvis modes to shader api so it's actually visible in hammer
Fix toon shader not compiling & recompile
Recompile base shader so tool vis modes work on it
Fix soundscapes still playing when they shouldn't
Disable embree testing, looks stable now
Don't copy transform animation data if we don't have any
Workaround for boneflag crash until we find the root
Don't call OnNewModel for prop if we failed to load a model
Possible fix to crashing
Add documentation to DebugOverlay
Fix steam audio probes not generating
Reorganize navigation namespace
Allow optimizer to keep transition information
fixes path speed
Added NavMesh.GetAdjancent to fetch adjacent areas
Closes sbox-issues/issues/2161
Added NavMesh.GetNavAreas()
Closes sbox-issues/issues/2180
Add visibility radius to path baking for SA
More robust warning cleanup for steam audio
Don't exceed bone mapping if the pose uses more bones than available
Fix shaders not being able to compile
Refactor later, hlsl->spirv compilation
Lets get rid of the gl compiler, lets rewrite it and simplify
Vulkan base rendering, initial support on getting shader compiler to work
Allow booting with -vulkan again
Vulkan successfully builds now
Fix warnings with spirv lib
Add missing externals for glslang
Fixup some vulkan compile errors
Added import scale presets to modeldoc
Now we can stop trying to remember those pesky magic numbers
https://files.facepunch.com/ognik/1b0511b1/sbox-dev_cO3F1IVFJw.mp4
Don't try to delete a sound stream if it's not valid
Actually push the fix this time
Revert "Make sure we don't exceed our direct occlusion samples for SA"
This reverts commit ed105c3c5943e92b121fa3dcdca19f4b4fce539f.
This time with muffle fix
Use custom allocators again
Make sure we don't exceed our direct occlusion samples for SA
Property calculate size of pathing coefficients
Rework scene management & disable embree by default for steam audio
*should* fix the steam audio crashes ***hopefully***
Tie simulation devices to be per context rather than per scene
Doh, fix steam audio baking to work again