13,843 Commits over 1,552 Days - 0.37cph!
Render to widget example in widget gallery uses SceneRenderingWidget
Generated csproj LangVersion 11 -> 13
Hide code compile notice when NotificationPopups is false instead of clearing them, in case notification sounds are enabled (was this by design?)
Specify input type to SerializeToNode when serializing game resources - Fixes Type not being serialized in game resources
Only have one version of FloatSlider in sandbox.tools, delete the one in property editors
Fix behavior when deserializing fields with code defined initializer
Partially reverts: 3ce2d74fbd9effd2d280d1a59c9029f4b0a5c387
Added a bunch of tests
Use float control widget in curve editor
Delete FloatProperty
Changing Terrain.MaterialOverride updates mesh if it exists, Facepunch/sbox-issues#7180
Update Terrain buffer when transform changes, resolves Facepunch/sbox-issues#7192
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
Delete citizen_2023-03-06.fbx
Fix save/save as not working as expected with prefabs, default to location/filename of existing source if one exists
Tweak editor File menu, make actions more context aware/prevent in dodgy circumstances
Improve readability of File > Open Recents menu, show correct icons for type
VRAD3 (& it's resourcecompiler) explicitly uses rendersystem, our tools can omit it but we need to read back textures from the GPU for map compilation
Fix crash due to yoga measure function exceptions
Print if compile failed
More shader code cleanup
V_atoi64 return 0 if string passed in is null (fixes antlr crash on syntax error)
Revert "Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon"
This reverts commit 5e0b9b50644194ea43e8ae7c9c3bafb4292de7d0.
Revert "Reenable rendersystem for console apps for map compilation"
This reverts commit 612f6a9f5352f83d87d2540572f83d64c7fa4e5f.
Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon
Reenable rendersystem for console apps for map compilation
Invert logic of bSupportsLightmapping, make explicit flag of "NoLightmapping", doesn't feel right to apply that flag in every shader when it all should just support it
Simplify AudioDistanceFloatControlWidget and don't rely on FloatSliderProperty for it
Delete FloatSliderProperty
Allow slider paint override on FloatControlWidget with function override or action
Use FloatControlWidget for color picker HSV sliders
Fix indirect IBL fog not working
https://files.facepunch.com/sampavlovic/1b1911b1/jVWTMafLaa.png
Do view vector TAA jitter for fog on native instead off shader, proper way to handle this specially on thin surfaces
https://files.facepunch.com/sampavlovic/1b1911b1/B2DSaqPTHe.jpg
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
DynamicLight refactor
Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once
https://i.imgur.com/jqko5ON.mp4
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
Vr_lighting never directly referenced from any of our hlsls now, tonemaps in lighting.fxc never used and even if used shouldn't be there
Untangle this stuff
Use ProbeLight::UsesProbes() and LightmappedLight::UsesLightmaps() to see if drawcall is using these instead of insane combo ifdefs directly, makes it easy to remove a combo too
Remove lightmapping combos from sbox_pixel (should fuck that file off entirely), move to shadingmodel.hlsl, keep D_BAKED_LIGHTING_FROM_LIGHTMAP for vertex.hlsl, SupportsLightmapping attribute seems unused
Asset browser: Combine file and asset context menus, make non-asset context menus not useless
Show code editor title for 'Open in X' code file context menu
Rename/duplicate uses full file names (including extensions) for non-assets because that's handy
Fix typo
Revert "Lightmapping combos go on shadingmodel, Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, material should be only a contract to shadingmodels"
Fucked, need to get rid of this stupid SupportsLightmapping attribute and just do it directly
Safer interop, threaded string handling
Rewrite AmbientLight into a class, stub
Handle AmbientLightKind::LightMapProbeVolume and AmbientLightKind::EnvMap
Move BRDF stuff to BRDF.hlsl, organizes it and makes it easier to move to CS2's one with multiscatter
Adjustments for AmbientLight, disable subsurface scattering for this class for now
ToolsVis ambient occlusion doesn't take AmbientLight
Lightmapping combos go on shadingmodel, Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, material should be only a contract to shadingmodels
Clean this code up - help diagnose the string crash
Create AssetPicker in control widgets with no parent - control widgets could be on a popup and we don't want the asset picker window to be deleted from under us
GameObjectNode does TreeNode.HasChildren, resolves Facepunch/sbox-issues#7167
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
SendRateMin/SendRateMax tweaks
Tweak default encryption settings
Tweak delta snapshot send mode
This should have same treatment as SteamLobbySocket to be thread safe
Fix Shaders-Build.bat actually rebuilding all
Humans: improved WalkFast_N
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants
Fix mesh component export
Drop a breadcrum when playing audioplayer to get a clue on what's being played if there's a crash trying to open it
Use ResourceControlWidget for Animgraph
Delete ResourceProperty
Fix sort mode on publish page
Delete EnumProperty
ListControlWidget now supports multiedit, only showing matching indexes
Add and Remove buttons now work when MultiEditing a List
Added support for re-ordering lists during a Multiselect
https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4
Right Click -> Duplicate now works on Multiselect Lists
Fix possible NRE in PathWidget
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )