13,528 Commits over 1,522 Days - 0.37cph!
ShaderGraph: Float editor supports rangeless editing https://files.facepunch.com/layla/1b0211b1/sbox_ri3rVeT2hv.mp4
ShaderGraph: Remove whitespace from param name, fixes shader compile errors
Warn when graph paste is invalid
Still try to compile graph preview if there's no result node, we may have preview nodes
TransformNormal with no input falls back to vNormalWs
Document WorldNormal node to make it clear it's the vertex normal in world space
RenderToPixmap reads pixels in callback for performance
ShaderGraph: Inline float and color editors on nodes, experimental render node previews (only enabled on noise nodes for now) https://files.facepunch.com/layla/1b0111b1/sbox_8EW2bnCQWR.png
Add triplanar mapping to blendable
Skin shader use DXT5 (no sRGB) instead of BC7 for the combined masks texture; stops blocky artifacts & it's more appropriate
Resolves these blocky artifacts on the ao mask: https://files.facepunch.com/matt/1b2811b1/TA6eSCStlI.jpg
Obviously this is a bug with bc7e and alpha channels (there are issues open), but it's super specific to the way we're combining these textures together for this shader.
For standard color maps bc7e is supreme to all other encoders, and when we're combining channels together bc7 is rarely the right choice, so I think it's more than fine to avoid this.
Remove nocompress hint from citizen_skin_ao.png and recompile skin materials
Rework parts of CLightCookieManager to prevent crashing and optimize slightly
* Don't create new light cookies when we exceed the max, otherwise we'll just fucking crash
* Don't needlessly update the texture slices of removed cookies, new cookies will replace
* Light cookies use a strong texture handle instead of weak handle
Cardboard box
Revised design, more wear and tear. Multiple skins and revised Gibs
Merge branch 'master' of sbox
Update README: General cleanup, build instructions, using unit tests, engine reference, using Git tips
Compute max swap chain size from all monitor dimensions - solves tools like Hammer not being able to render fully on secondary larger monitors
GetMaterialOverride return default if the override is invalid, specific fix for Hammer crash but could've been fucked elsewhere
Make sure to always set FrameBufferCopyRectangle when using FrameBufferCopyTexture
Citizen: tagged AO mask as uncompressed, which avoids blockiness and banding from showing up, especially on darker skin colors + small improvement to skin05 (a bit less purplish)
Disable assert for render thread index exceeding maximum, not needed on DX11 and for Vulkan I'll make it valid to have a slower path when this is exceeded - although it's probably worth looking at how many threads C# can summon in the first place.
Use internal native cursor position to do mouse locking in shader graph
Revert, assumed nothing else was using cursor position
Application.CursorPosition uses native cursor pos in CQUtils, fixes dodgy camera in shader graph preview with different screen dpi
Citizen/clothing: added "stopgap" twist setup to shorts, trousers, and vests
Citizen/clothing: added "stopgap" twist setup to jumpers, shirts, and shoes
Citizen/clothing: added "stopgap" twist setup to jackets (testing with this one is parts of the prefab really need to be disabled situationally; if the build server doesn't throw up an error on content compile, then we're good)
Citizen/clothing: added "stopgap" twist setup to gloves
Citizen/clothing: added "stopgap" twist setup to dresses
Citizen: updated the "stopgap" VMDL prefab that should be applied on models with the old Citizen skeleton & merged the two into one (because when flattened, they auto-sort into the proper categories)
beer bottle
texture adjustments
Merge branch 'master' of sbox
Citizen: updated skeleton & twist helpers to use the "containerized" setup seen in the Humans rig + improved behaviour of procedural constraints
This greatly improves the way limbs behave when squashing and stretching, especially when using the height_scale feature, and most notably their upper parts, which were unable to do so properly before.
**IMPORTANT:** this doesn't "break" old VMDLs, because the new twist bones are named differently (previously "twist", now "twist0" & "twist1"). So there is a sort of barebones level of "retrocompatibility". However, it does mean that the old bones will stop twisting. The ideal solution is to fix your clothing items etc. to use the new bone names & transforms, *BUT* as an easy stopgap solution, you can import a prefab onto older VMDLs (like clothing items) which contains the old constraints, and they will run inside that VMDL, separately. (This does mean they won't benefit from the improved squash/stretch, but it will at least keep the helpers running as they did.)
There will also be a minor skinning update in not too long to push this to be as good as possible.
Fixed NRE when adding an Asset Browser bookmark when you have none
IntProperty signals value change when drag editing
Make TagPicker Clear button visually distinct and added a Close button
https://files.facepunch.com/rubat/1b2411b1/vbTuFC4SMP.png
Fixed case where TryLoadGameResource<T> throws instead of returns false
Fixed .csproj for tool packages not referencing EditorBase
Update shaders with NaN fix for directional lightmaps
Network direct playback current sequence and cycle time with error checks on, this allows server to force the value due to prediction error checking
Add animated entity animation list to inspector which allows animation to be played with direct playback https://files.facepunch.com/layla/1b2411b1/sbox-dev_iLglY6m8tx.png
Fixed inconsistency in text-shadows with multiple lines of text
https://files.facepunch.com/crayz/1b2311b1/Photoshop_ZFN5bkrhnW.png
Bring directional lightmap variable changes to standard shading api
Fix NaN on directional lightmaps
Fix some warnings
Fixed AssetBrowser tags not visually restoring from history on creation
Fix front samples need less taps
Add front facing dof blur
Add options for front/back blur to DofPanel
https://i.imgur.com/z1dbv1X.jpeg
Do inverse fetch for back pass filtering
Replace RichTextKit.dll with a stripped version of its source (#820)
beer bottle
old skin
metal wheely bin
added gibs and made it breakable
Merge branch 'master' of sbox
Support reading / writing Rays as client input
Let static RPCs be nested in other static classes (correct branch this time)
beer bottle
wip, may have some sorting issues
Merge branch 'master' of sbox
Remove stuff from renderingworld that's from old renderpipelines ( Old SSAO, Old SSR, Dota Depth Prepass, retinaburn )
Fix shadowing on standard shading model, also fixes shadowing on debug visualizations for custom shaders
https://files.facepunch.com/sam/1b2311b1/Hammer%20-%20%5Buntitled_1.vmap%20_%5D%202023-02-23%2009-56-29.mp4
Remove r_ssr and ssao ref from mapdoc
Escape HTML in console messages, only show first line (#819)
* Escape HTML in console messages
Inspecting stuff still works fine
* Only show the first line of console messages
Inspecting them will show the rest
Make sure we're passing lighting constants to screenspace particles
Sfm: Fix crash when recording game
Add resizable graphics item for when I need it
Fix swizzle node causing shader compile error when there's no input
ShaderGraph: Fix WorldPosition node