13,528 Commits over 1,522 Days - 0.37cph!
Don't draw baked fog lighting on hammer, was causing volumetric fog to be drawn twice after compile
Add decode normal option to transform normal node (default true) and add normalize node while we're at it
Demote SwappedOutAssemblyReference error to warning
Group hotload result entries with the same message to avoid console spam
Fixed NRE in HotloadResult.ToString()
Log an exception if one type takes over 80% of total hotload, and >500ms
Fix how screenspace particles are drawn, just draw them directly rather than allocating another render texture to them
Only show VR overlay for screenspace particles if we're on VR mode, update post_process shader
Fix some stuff and pull reflection compositing changes from SSR branch so we don't need to compile shaders twice when that's merged
hlsl_parser: Remove D3D9/GL const defs, register allocations and glsl wrappers
rendersystem: RenderContext set their associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads
If we didn't find error shader don't bother trying to find a fallback you wouldn't get, just remove the layer, allows us to compile shaders from scratch with everything removed
Small HLSL syntax fixes for DXC + Vulkan (FXC is less strict)
Fix truncation warnings in ViewDirection node (we should never generate code that has warnings)
Add preview toolbar toggle for postprocessing (bloom) default to disabled
Raise output dock when an error happens
Add option to control cubemap feathering
https://files.facepunch.com/sam/1b2211b1/Hammer%20-%20%5Bcube_priority_test.vmap%20_%5D%202023-02-22%2011-53-48.mp4
ShaderGraph: Alert output of any errors when compiling preview shader
Get rid of DX9/GL only CFakeSamplerShaderParamBuilder
Rewrite overcomplicated RenderState overrides, this would break as soon as you edit the grammar files 😵💫
ShaderGraph: Add cut copy paste to menu bar with shortcuts, update some icons
ShaderGraph: Add remap value node
ShaderGraph: Added Voronoi Noise node
https://files.facepunch.com/ognik/1b2211b1/sbox-dev_81UWPPSRdD.mp4
Use float input types for A B condition
ShaderGraph: Add logic branch node https://files.facepunch.com/layla/1b2111b1/sbox_GI8JVTw3P2.mp4
trolley
old/rusty skin
Merge branch 'master' of sbox
Comment explaining what's going on - note to self
Seemingly fixes odd lag compensation rewind tick offset. Seems to have perfect lag compensation results even with 300 fake ping - I need to test this in a real environment though
Merge branch 'master' of github.com:Facepunch/sbox
Start adding descriptions to nodes
ShaderGraph: Add node palette to drag drop nodes for when you don't want to do it through context menu https://files.facepunch.com/layla/1b2111b1/sbox_NfxUj4Ingn.mp4
ShaderGraph: Add additive to blend node
ShaderGraph: Add Blend node
Should have all you need: Mix, Darken, Multiply, Color Burn, Linear Burn, Lighten, Screen, Color Dodge, Linear Dodge, Overlay, Soft Light, Hard Light, Vivid Light, Linear Light, Hard Mix, Difference, Exclusion, Subtract, Divide
https://files.facepunch.com/ognik/1b2111b1/sbox-dev_3IefORuXPn.png
Add break out rgba components to texture node
ShaderGraph: Add blend mode (opaque, masked and translucent for now) https://files.facepunch.com/layla/1b2111b1/sbox_VJTYyS7fZp.mp4
ShaderGraph: Create only unique sampler states instead of one per texture so we don't use them up
Lerp node fraction default 0.5
Add Sound.IsPlaying, Obsolete Sound.Finished
Populate ServerInformation fields for ServerDll (ServerTitle. MaxPlayers), fixes sboxgame/issues/issues/2864
Remove unused consts
Remove GLSL and DX9 shit macros from shaders
Fuck off all this X360 instancing shit
Get rid of last of X360 shit
Stop using legacy x360 in our user shaders too
remove dx9 from lightbinner
Shader graph: remove legacy instanced params
ShaderGraph: Crunch down graph serialization to make it better to share graphs
Use Entity.FindByIndex instead of Entity.All.FirstOrDefault in OnNetMessage when finding entity
Fully purge any RPC history with tick less than current tick when receiving new net message
When an RPC is called within a predicted context with a To target, if the local client is a recipient call the base function and remember for Prediction (fixes sboxgame/issues/issues/2935)
Added failing hotload test for processing a cleared list
Hotload processes all the elements of the inner array, when they could all be skipped
Added ListUpgrader
Helps with cases like #818
Citizen: disabled IKChain_Old nodes, which were causing issues with Active Sequence Bounds.
All existing animgraph nodes are referencing the newer IK chains anyway (or if I missed some, they should be, anyway)
Don't bother compiling if nothing is plugged into result node
ShaderGraph: Add result node on new session
Center graph view on new sessions
Add image format to texture node (only common formats)
Add color space setting to texture node
Initial support for named constants
Update ui node when a property of node updates so it gets a repaint
Change title of texture coord node to show if it's secondary uv
Can click entire LobbyMember row to show friend popup
ShaderGraph: Make lerp node instantly update default fraction and min max it
ShaderGraph: Refactor and comment compiler so I don't completely hate it
Citizen: in preparation for minor rig update, 2 VMDL prefabs for inclusion in clothing items so that they can easily retain the functionality of the old twist helper setup
Citizen/animgraph: added an overhead pose to holditem (set holdtype_pose=5)