22,850 Commits over 1,642 Days - 0.58cph!
Restore functionality to clear interpolation over the network with new system
Select target object when inspecting ActionGraph
Make ActionGraphStackLineHandler pattern more lenient
Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics
Refresh diagnostics when saving an Action Graph
Only Show() each Action Graph MainWindow once
Inspecting a cloned ActionGraph edits original (#1663)
Write null instead of trying to serialize invalid GameObject / Component
Attempt to support both types of prefab instances in one places
Don't PostDeserialize child objects multiple times
Optimize ModelRenderer.Tint
Fix MetaData.Get error
Warn in TcpSocket when there's a socket exception on connecting
Fix startup exception when not using Gregorian calendar
Don't report errors created by us, in non retail builds
Cancel launcher fade in if they already closed the window
Inspector component edits use nicer undo system instead of whole scene
Json ignore this in case it needs it
Add CameraComponent.RenderTarget to render allow rendering to texture https://files.facepunch.com/layla/1b1211b1/sbox-dev_N5LTZuJHYE.mp4
Better handling for prefab variables that aren't hooked up to anything, Facepunch/sbox-issues#6116
Avoid multiple undo entries when editing GameObject transform/name in inspector
Attempt to support both types of prefab instances in one places
Always do vmdls as a large network download, Facepunch/sbox-issues#6181
Write null instead of trying to serialize invalid GameObject / Component
Fix windows popping up on hotload
Make ActionGraphStackLineHandler pattern more lenient
Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics
Refresh diagnostics when saving an Action Graph
Only Show() each Action Graph MainWindow once
Inspecting a cloned ActionGraph edits original (#1663)
Add UI_OVERLAY_LAYER
Add new layers to pipeline
DisplayInfo uses OrderAttribute
[InlineEditor] has a Label option
RenderComponents have RenderOptions, let you choose a layer to render on
The logic for marking ControlWidgets as readonly doesn't really work
ControlSheet observes [Order]
Fix MaterialOverride not removing
Fix UI overlay depth
Basic filters
https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_CsbSssrrui.png
Tag prefix provider
Don't need prefix for autocomplete
https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_8lj3rVaSwA.png
Add some protection when opening CGameController, don't open from constructor, add static initializer for controller which can return null if something went wrong, also, don't use a fixed-size array for controllers, so we're not hard-capped at 4
Static initializer in CGameController instead of CInputSystem
If SetLEDColor failed somehow, managed LEDColor would be out of sync - but this is gonna get redone soon anyway..
Re-instate these long-obsolete methods for now because something is still using one of them :(
Ensure last update is sent properly when ownership changes (Fixes Facepunch/sbox-issues#6394)
Set the GameEditorSession as active when tabbing to game view in playmode, resolves Facepunch/sbox-issues#6393
hammer: Don't append to EditorReferences when gathering them, start again from scratch - helps clearing out old refs that a map might not rely on anymore
Fix performance regression if ModelRenderer changes tint often
Latest service models
Fix NRE in MapInstance.UpdateDirtyReflections
Add Model.Morphs
Add IJsonPopulator - internal for now
Added StartFolded to GroupAttribute
Refactor ControlSheet
ControlSheet groups remember their open/close state
Hide the entire group if all the controls are ShowIf'd out
Add SkinnedModelRenderer.Morphs
Don't add more lights to visible list than the list can permit, this relatively low limit is silly but don't want to break api until frustum tiled cull is here https://files.facepunch.com/sam/1b1011b1/parsecd_CiKjzyScdq.mp4
Fix modeldoc not cleaning up a embedded preview, causing an invalid thumbnail listener to stay around which sometimes causes a crash when a thumbnail is generated
Don't add more lights to visible list than the list can permit, this relatively low limit is silly but don't want to break api until frustum tiled cull is here
https://files.facepunch.com/sam/1b1011b1/parsecd_CiKjzyScdq.mp4
Lightbinner caching experiment, AddLight still sucks and we need to deal with shadows and faster insertions
https://files.facepunch.com/sam/1b1011b1/NkiL7ryaEs.png
Revert "Fog Fix (#1661)", causing some slowdown problems, will be
brought back shortly
This reverts commit f0981cbaf9679a34c219f57cd232a638f60d463f.
Citizen: added "blink" pose parameter + "Eyes_1D" sequence
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
Add lights to lightbinner through CLightObjectDesc::OnSceneObjectVisibleInView instead of LightBinnerStandard::AddLights
Move ChangeAttribute back to Sandbox.System but put the callback in Sandbox.Game so we don't break anything.
Upgrade ChangeAttribute to support any property not just for [ConVar], so it now works with [Sync], too. Move ChangeAttribute to Sandbox.Game so it can use TypeLibrary for CodeGenerator wrapped property stuff. Resolves Facepunch/sbox-issues#6386
More accurately synchronize Time.Now between clients. Fixes Facepunch/sbox-issues#6326 (at least with the repro they attached.)
Fix clearing ModelRenderer.MaterialOverride
Fixed Sync attribute / CodeGenerator wrapped properties ignoring existing modifiers (Fixes Facepunch/sbox-issues#5867)
Move rigidbody start asleep until after colliders are added - otherwise it's not going to do jack shit
Add Prop.StartAsleep, this is common enough to justify adding to prop
Expose IsValid() to ActionGraph
https://files.facepunch.com/ziks/2024-09-09/rwuGmEnsdg.png
Fixes Facepunch/sbox-issues#6376
Group object-targetting utility nodes
Support empty <style> block in .razor files
Resolves Facepunch/sbox-issues#2725
Clear texture after creating texture if no data was set, instead of refcount hack
-allowlocalhttp works for WebSurface in editor only. Also limit Http local http to editor and headless (dedicated server), players should never be able to accidentally opt in
Facepunch/sbox-issues#5774
Update compiled shaders with relative cubemap luminance
Fog Fix (#1661)
* Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants
* VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
* Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit
* Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
* These convars don't do anything or are redundant, some notes for tiled rendering in the future
* Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps
* One lightbinner per volumetric fog rather than creating it every frame
* Start removing fog clipmap rendering, there are better ways to do this and it's massive
* Disable clipmaps on managed code, clean up shader code
* Remove VR-specific frustum stuff from volumetric fog
* Get rid of redundant data
* Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
* TAA stub
* Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
* Proper fog TAA with ping-ponging accumulation textures
* Iterate fog denoising
* Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer
* Final cleanup, fix fog density, fix obsolete error
Handle WebSurface.Url null, remove duplicate private url check
Fixes Facepunch/sbox-issues#6380
Optimize FillDefaultsGenerated
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
These convars don't do anything or are redundant, some notes for tiled rendering in the future
Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps
One lightbinner per volumetric fog rather than creating it every frame
Start removing fog clipmap rendering, there are better ways to do this and it's massive
Disable clipmaps on managed code, clean up shader code
Remove VR-specific frustum stuff from volumetric fog
Get rid of redundant data
Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
TAA stub
Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
Proper fog TAA with ping-ponging accumulation textures
Iterate fog denoising
Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer
Final cleanup, fix fog density, fix obsolete error
Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer
Final cleanup, fix fog density, fix obsolete error
Don't use strong handle here, just temporarily increment refcount, I don't trust using strong handle here