22,480 Commits over 1,614 Days - 0.58cph!
Add context menu item for delete param
Delete key can delete selected params
Add GetParamCount and GetParamID to nodes, this will be needed to see what params are referenced when subgraph saves
Implement these functions for CBlendAnimNode for now
Add a list of local params to subgraph
Scan through nodes of subgraph and save any params it uses
Fix subgraph manager not iterating subgraph hashtable correctly
Citizen/animgraph: added in-ducking additive & switched 1D Duck nodes to Spring 35/0/1000
This way, ducking will still have some smoothing even if the incoming duck float doesn't.
Citizen: fixed root_IK shifting slightly during landing
Merge branch 'master' of sbox
Revert "Fix console spam related to BasePathEntity post pain day 3"
This reverts commit 9c0ed5a486d7e77135fb16bad68db3792218ccda.
Add TraceResult.HitPosition same as EndPosition for rays, but for sweeps its going to be the contact point where as EndPosition should be how far the sweep got
New Outfit Piece! - Hawaiian Shirt
New Hawaiian Shirt for summer time! - LODs on there way soon. And some small fixes to the office blazer's skinning.
https://files.facepunch.com/daniel/1b2611b1/Photoshop_JyaToMg2ls.jpg
Fixed hotloading concurrent containers
EntityManager.OnHotloaded safety
Handle entities being added / removed during the event.
Remove steam audio completely & begin reimplementing newer version
Basic scene simulation, get direct simulation working
Sound path simulation
Begin work on probe batches & baking
steam audio builds successfully again
HRTF
HRTF
oops
Begin pathing simulation & processor
Begin pathing simulation & processor
Setup source & listener for pathing simulation
Finish up the pathing processor
Ambisonics calculator & Simplify effect creation
Abstract reflections for all differing reflection types
Delete some stuff so we can actually get a working in-game test
Delete some stuff so we can actually get a working in-game test
Fix pathing
Minor fixes
Switch to custom scene again, force occlusion mode for now cause it sounds better
https://files.facepunch.com/ognik/1b2411b1/2022-05-01_50-45-99995434-49c9-422b-8d03-98bb156be767-ej5mgPnd.mp4
Scene destructor
Reverb & change our default material so it's not as echoy
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Probe generation
Reverb baking
I forgot that I already implemented this lmao
Fix hammer steam audio scene generation, probe generation now works
Baked format versioning, reverb settings. Bump up baked settings from 8096 rays to
32768 as a default
Improve file validation & change header format slightly for futureproofing
Probe settings, better distinction between pathing & reverb
Path setting parser
Bake reverb to the new format now
Probe reading, corruption checking/testing, prevent old steam audio files from loading probes
Finish up probe batch serialization
Fix reverb bake using an incorrect source count
Path baking
Make steam audio compilation work again
Fix baking again, load bake data and use it if available
Make baked pathing work too
Fixup crash, no idea why I did this in the first place
Turn on optimisations again
Turn on optimisations again
Refactor and detangle instancing and transform buffer shaders, makes much better use of hlsl SIMD
Remove unused EXTRA_SHADERDATA_TINTRGBA32, some other unused methods
Make thumbnail generation more polite
Delete old beards
Delete old panorama materials
Fix vmix voicelist crash
Fix thumbnails feeling like they aren't generating
Generate material thumbnails as a sphere if possible
Fix crash if VMIX_GraphByName is null
Enable spew is hard locked waiting for resource
TypeLibrary.SetProperty doesn't try to set read only properties
Fix console spam related to BasePathEntity post pain day 3
Even more cleanups
UI Form uses DisplayInfo over scraping attributes manually
Fixup crash, no idea why I did this in the first place
Make baked pathing work too
Fix baking again, load bake data and use it if available
Light entities clean ups
Deprecate FogStength
Added FogStrength
Rearranged properties so they appear more logically in Hammer
Removed "No Shadow" volumetric fog options from Orthographic Light - they are not supported by the engine
Removed Volumetric Fog options from Environment Light - Fairly certain volumetric fog does not function for that entity
Added pointers to entity/property descriptions regarding how to get volumetric fog working in a map
Removed HideInEditor from base entities as we now use opt-in system
Improve some attribute descriptions
Delete native map IO from native light entities
Delete native map inputs/outputs from BaseEntity
Remove native map inputs from Model/AnimEntity
Add support for sweep traces against sphere shapes, needed to do some bullshit with a 0 radius sphere
Make steam audio compilation work again
[ResourceType] internally convert png/jpeg/tga/image to "jpg"
Asset browser view mode, bullshit types and flatten persist between sessions
Support r_light_probe_volume_debug_grid for env_light_probe_volume also (needs testing)
TypeLibrary initialize optimizations (5x faster)
Made ReflectionCache redundant, deleted
Fix reverb bake using an incorrect source count
Remove any other references to a 2D transformation buffer, make transformations use CUtlMemory for cleaner memory lifetime
Further refactoring
Log manager takes node location instead of node id so clicking a log always takes us to the correct place
Show the top level widget of current visualization even if the current entry view rect is invalid, should stop all flickering when going to different node locations
Finish up probe batch serialization
Probe reading, corruption checking/testing, prevent old steam audio files from loading probes
Bake reverb to the new format now
Probe settings, better distinction between pathing & reverb
Improve file validation & change header format slightly for futureproofing
Baked format versioning, reverb settings. Bump up baked settings from 8096 rays to
32768 as a default
Fixed possible exception in ToTitleCase()
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again
Merge branch 'master' of github.com:Facepunch/sbox
Merge branch 'master' of sbox
Fixed MinMaxAttribute not working in Hammer
Fix static/dynamic colors not working on [EditorModel] ( This is only used for light modes, weird fucking place? )
No point in having EnvironmentLightEntity derive from ModelEntity
Hammer property titles once again generate with spaces
[HideInEditor] works on asset properties
Give [GameResource] a default question_mark icon so it's not null by default (also fix DrawMaterialIcon shitting the bed with null)
Fix classes with [Net] malfunctioning if they have child classes
Add TypeLibrary.FindStaticMethods
Add PropertyDescription
Fix MenuAttribute
Support copying graphemes outside TextEntry too
Improve console text selection
Improve behaviour of label selection if drag rect is negative size
Add GameResource to Recent opened list when saving in inspector
Add GameResourceEditor
Fix Replicated ConVar's not replicating locally
Fixed certain types being displayed as structs in Inspector
Namely double and int64
Fixed non public methods not working as Hammer inputs
Trim all the unused addon stuff out of IApplication etc
Fix error in JsonSerializerOptionsUpgrader on hotload
Don't give alternate flags when querying DX11 display mode list
Fix crash when registering the minidump handler due to addon stuff being removed
Fixed verbose hotload log formatting
Improve tonemap controller preview in Hammer
Pain day 3 for game template
Network Client.IsUsingVR
New Outfit Piece! - Summer Shorts
New outfit for a hot day out for terry, as well as some needed adjustments to the leather gloves skinning and rigging.
Summer shorts also have LODs.
https://files.facepunch.com/daniel/1b2411b1/Photoshop_4cUauBlWsq.jpg
Make [UseTemplate] work properly on consolidated builds (used for s&works) - instead of the generator trying to guess root directories feed it a map of physical paths -> virtual paths for all the cs files
Fixed MinMaxAttribute using min as max in Hammer
Display( Description = .. to Description( .. in engine
Merge in drawhud
Draw2D.TextSize returns a Rect
Vector3.ToScreen can take a ScreenSize, returns nullable Vector2
Citizen/animgraph: second draft of big weapon branch refactor
intercom
pallet - tweaks
fixed broken normal map on pallet
Revert changes to SetupPhysicsFromUnscaledModel - Some users have been reporting overlap tests etc sometimes failing. This change was to fix slow downs when loading maps with triggers covering the map, the fixes were only needed on the trigger entity, not native code
Remove vconsole tools we're definitely never gonna use
.. and some more
Fix clothes showing in wardrobe multiple times
Add morph inheriting for in game models
Mouse wheel zoom in and out of face on avatar dresser
LOD override dropdown
Add sbox_feature_inheritlods
Update material icons
Balaclava LOD fixes
Fixes to Lods so no longer clipping in the head model!
Add clear context menu to asset property
Add DressSceneObject to ClothingContainer, to condense code repetition
SceneObject can replace materials based on attribute value
Clothing has EyeMaterial
Add gown clothing item
Add replacement attribute to citizen skin/eyes
Fix skins to use new system
Allow right click > open in editor for asset properties
Delete junk
Fix dress layers
Skin5 eyes
Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting
& more comments
Fix NRE in WaterController if PhysicsGroup is not valid
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
Added failing hotload test for static initonly HashSets
Added ConcurrentQueueUpgrader
Fixed in-place hotload of a HashSet<T>
Allow individual types to be added to hotload SkipUpgrader
Skip hotload for types in System.Net.Http and System.Text.RegularExpressions
Fixed some false negatives when checking if a type is blittable
Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader
Only start addon worker threads when first needed
Make sure hotload verbose log works with and without -tools
Cache which static fields need to be watched in hotload
Some extra timing info for hotload
Added InstanceUpgrader.GetUpgraderOrDefault<T>()
DefaultUpgrader field caching, now uses auto-skip
Update groups.vgc
Added networked attribute based material replacement to ModelEntity
Don't force GC collect on hotload, since we're doing it 3x for every compile
More persistent caching between hotloads
HotloadManager name consistency
More timings
Revert "Disabled transform structured buffer by default, will be reenabled soon"
This reverts commit 72c3854218d52e769ba267ad84d8e6e0394e7f22.
Fix instance ID buffer on structured buffers
Reenable multiview instancing on shader
Update core shaders with structured buffers
Cleanup some things and set baseline before major transformation logic refactor
Part 2 of baseline cleanup
Merge branch 'structured-transforms' of sbox into structured-transforms
Remove m_transformAllocator, trim most redundant code out of transfomation
Fix hammer steam audio scene generation, probe generation now works
ToTitleCase(string) tests
Use memoization for short strings in ToTitleCase
More ToTitleCase tests
I forgot that I already implemented this lmao
Fix LOD dropdown defaulting to 0
More persistent caching between hotloads
HotloadManager name consistency
Don't force GC collect on hotload, since we're doing it 3x for every compile
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Update groups.vgc
Added networked attribute based material replacement to ModelEntity