21,419 Commits over 1,552 Days - 0.58cph!
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197
https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
Clean up, only apply culling if enabled
https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
Cache all gameobject bounds, fit parent bounds to children
Readback runs callback, applies culling to sceneobject (tho we should really apply this per-view)
Rather than clamping to viewport, if all corners of bbox are off-screen, cull the object
Don't use bind system for these control widgets, feels like the old way of doing things
There's a typo here in ModelRenderer.LocalBounds
Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired
Wipe my ass layer doing nothing
Unused Occlusion query layer
Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline
Tiled culling in managed render pipeline
Depth only prepass very likely doesn't need lighting constants
Lightbinner layer managed
Fix ObjectHighlight.shader
Make sure turning direct/indirect lighting off still works on managed lightbinner layer
memdbgon.h doesn't belong in a .h file
Santa jacket/trousers lods (citizen version)
Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174
Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175
Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys
https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
Santa jacket/trousers lods (human version)
Allow AssetType to get all file extensions, primary and additional
Remove hacky fix for image extension tags, do it properly
Make this readonly list so it can't be fucked with
Santa jacket uses neck_clothing bone to minimise twist deformation
Merge branch 'master' into shadercompiler
No longer should pre-process in CompileShaderAndGetVariables
Refactoring
Refactoring to expose a simple mode
Remove crumbs of ToolsShadingComplexity, we can replicate quad overdraw in almost every material without a special mode, shading complexity itself is on toolsvis now, toolsvis class
There's also a duplicate shading complexity shader
Lightmapping combos go on shadingmodel
Fix typos
Remove ToolsVis() and ToolsShadingComplexity() ( & ToolsWireframe ) mode from everything
EnvironmentMap::From to calculate all envmaps on a position
PerViewLightingConstantBuffer_t completely unused
environmentmapped bool is bullshit now that cubemaps are gpu driven, add stub EnvironmentMapping.hlsl
Detangle all of this, vr_lighting never directly referenced from any of our hlsls now
Fuck of with light.environment, light.dynamic and light.static are just in Light.hlsl instead of own internal files
Move shadow functions to Shadow.hlsl, much like BRDF.hlsl, will make it easy for us to upgrade, move LightMap definitions to Light.hlsl
Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, that works only as a contract to shadingmodels, fix toolvis on shadingmodelstandard
DynamicLight refactor
Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once
https://i.imgur.com/jqko5ON.mp4
Remove more crumbs off S_MODE_TOOLS_VIS
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc
Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else
Nag message to remove S_MODE_TOOLS_VIS
Use single path for vr_common_ps_code to match what's on shadingmodel, eventually to just delete all of it, remove unused DISABLE_TONEMAPPING
Move BRDF stuff to BRDF.hlsl, organizes it and makes it easier to move to CS2's one with multiscatter
Fuck off with LightingTerms for toolsvis, we should be accepting any structure
Remove unused ShadingModel postprocessing ( handle it better )
ToolVis in a class
Single ToolsVis.hlsl, tidy it up
Initial ToolsVis without ToolsVis mode, cleanup some unsued
Goodbye S_MODE_TOOLS_VIS combo
Enumize ToolVis modes, dont keep this logic on shared_standard_ps_code
Shadingmodel uses Fog::Apply instead of duplicate DoAtmospherics
Add namespace_name to antlr grammar so that we can do "type Class::Function()" definition instead of defining all in class itself, we should just let it accept any HLSL
Handle AmbientLightKind::LightMapProbeVolume and AmbientLightKind::LightMap
Shading Complexity in ToolVis, quad overdraw isn't even working now, and certainly doesnt need it's own shading mode, can make all materials use same shader
Remove CUSTOM_MATERIAL_INPUTS and CUSTOM_TEXTURE_FILTERING, vfx optimizes it out if not used
Remove D_BAKED_LIGHTING_FROM_VERTEX_STREAM, never used
Rewrite AmbientLight into a class, stub
Santa jacket uses neck_clothing bone to minimise twist deformation
Make this readonly list so it can't be fucked with
Allow AssetType to get all file extensions, primary and additional
Remove hacky fix for image extension tags, do it properly
Fix error handling
Don't call DeleteOldShadersFromCache at startup - this is like 1.5 seconds of nothing
Only load vfx_vulkan.dll once
handle non interactive command line
Shader building bat files should return 1 if any errors happen
Santa jacket/trousers lods (human version)
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
Don't init vulkan if consoleapp
Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174
Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175
Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys
https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png
Cache GameObject bounds
Fix a few things inside occlusion culling render layer
Wrap occlusion objects inside a record
Remove more native occlusion culling stuff
Build shaders AFTER managed
Santa jacket/trousers lods (citizen version)
Another merge fix
Shader bats use new exe
Logs in logs folder
Cleaning up
Progress
Shadergraph use shadercompiler
Time the whole block
Make sure turning direct/indirect lighting off still works on managed lightbinner layer
memdbgon.h doesn't belong in a .h file
Lightbinner layer managed
Fix ObjectHighlight.shader
Initial
Use spheres so we only have to send a single list of vec4s over
Gather objects
Split logic into COcclusionCullingStandard
Change order, gather correctly, readback, count visible + culled objects
Reject occluded objects, tweak gather & shader
Improved gather, only select the objects we want
Shader re-write, output object depth and buffer depth for debug
Put debug spew behind convar, tweak shader
Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling
Stash shader before I re-write to use AABB
Switch to using bboxes for slightly more accurate results, hi-z mip checks
Start moving all this over to managed, we can benefit from various things here