14,460 Commits over 1,614 Days - 0.37cph!
Update first_person_arms_adjustments.vsubgrph
In game video recorder captures swap chain texture instead of resolve and copy, render recording bars on another layer
Fix GlobalLobby preventing games from starting :(
vulkan: surprassing max device access threads in MarkIssuesCommands isn't an error case anymore
Delete trilinear threshold 360
vulkan: rewrite per thread descriptor set pools, eliminating max device access threads since .net can use a shit load - need to add some garbage collection on top of this, but will prevent the main crash that's been occuring
GlobalLobby works with new LobbyManager ( global chat works again )
Add Tiled Rendering Quads to debug view list
Fix foliage in VR, let's rethink how we do multiview API later..
FPArms/Punching: prefix all bool parameters with b_ like in the Citizen graph
Lightbinner Separation between VK/D3D11 (#1133)
* Add LightBinnerLegacy so we don't kludge our lightbinner with stuff we can't change on d3d, rename our main lightbinner to LightBinnerStandard
* Remove deprecated cbuffers
* Add lightbinner_legacy, separate both lightbinners based on the rendering system we use
Compile glass on vulkan, have proper curve for albedo color absoption for shadows
Add a generic Texture.GetPixels<T>() (#1117)
* Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
* Fix reading non-zero slice from 3D texture (#1118)
* CopyToStagingResource: only use 1 mip level / array slice in staging texture
* CopyToStagingResource: fix copy destination offset
* GetPixels: add dstSize parameter instead of dstStride
* Add Texture.GetPixels3D<T>()
* Texture.GetPixels( int mip ) now gets everything for array / volume textures
* Added Texture.GetPixel3D() to complement Texture.GetPixel()
* GetPixels: fix nativeDstRect size
* GetPixels: stride fixes
* GetPixels: reading from non-zero mip level fixes
Strip unused from AsyncRequestStatus_t, give more descriptive status strings
Citizen/animgraph: enabled bouncyspring on pelvis lean additive
AnimGraph: Add bouncy spring mode to input damping using RK4
Recompile glass with support for world mapping
Remove msdfgen, been there forever and we never used it for anything, better to implement it in C# if we ever need it
Moved glass to asset party
https://asset.party/facepunch/sboxassets
Add CopyToStagingResource3D for when trying to get texture pixels of a 3d texture slice, CopyToStagingResource only works for 2d resources
Add TaskSource.WorkerThread()
Added test for GameTask.WorkerThread() / GameTask.MainThread()
Patch our C# launchers to enable discreet GPU usage by exporting NvOptimusEnablement & AmdPowerXpressRequestHighPerformance symbols
Animgraph spring demo graph/vmdl
Obsolete WorldOnly, EntitiesOnly and WorldAndEntities, Add StaticOnly and DynamicOnly
Blit cursor into in game recording when not in relative mouse mode
Hammer: fix crash with drag dropping map view
Audio samples can be passed to audio frame directly without resampling
Citizen/animgraph: set voice parameter back to predicted
Resample audio from FLT to FLTP
Add audio encoding to video recorder. New in game video recording using ffmpeg instead of media foundation. Delete valve_wmf
Remove ExtraShaderDataFormat, just have everything uniform
Remove EXTRA_SHADERDATA_FORMAT from shaders too
Send voice level with voice data to server
Bump up voip layer volume
Citizen/animgraph: set voice parameter to not be predicted
FPArms: added proof-of-concept system for swapping to different first-person arms, with automatic adjustment for hand proportions
Example with a (very roughly converted) 4-fingered Citizen hand, in use with v_usp: https://files.facepunch.com/maxlebled/1b2411b1/sbox_2023-06-24_10-33-48.png
Fix strikethrough and underlines not drawing at small resolutions
Also a bit of cleanup around the area moving stuff to functions
Old Skin adjusted
https://files.facepunch.com/daniel/1b2311b1/Photoshop_mAWvj7n0Gu.jpg
Before and After, getting it up to date with the young skin textures.
Don't try to visit field of a delegate, we don't need to - fixes sboxgame/issues#2642
Whitelist Task.Wait() / Task.RunSynchronously()
Hammer: handle map node deletion when dragging - fixes sboxgame/issues#3092
Add editor.preferences event, passes NavigationView
Hammer: Import file undo action
Simple image asset preview widget
https://files.facepunch.com/matt/1b2311b1/sbox-dev_JD3vt5T6Q3.png
Revert "ShaderTypeManager shouldn't load manifest spritecard shader" - I wanted to stop vfxcompile loading this every time, but this breaks map compiling? 😵💫
Checkboard error shader, doesn't show through walls (same as cs2)
Add undo scope when creating new reroute
Add Reroute to context menu
Only show comment and reroute on context menu when there's no search filter
ShaderGraph: Fix some nodes causing compile errors when used in vertex shader
vfxcompile into a normal exe, remove ivfxcompile, remove loads of vmpi shit, materialsystem2 stop linking vfxcompile
Fix vfxcompile always saying building 0 shaders
ShaderTypeManager shouldn't load manifest spritecard shader
Misc materialsystem2 fixes