14,872 Commits over 1,642 Days - 0.38cph!
Optimize crowd simulation, should be twice as fast
This mitigates the performance loss caused by enabling Collision Avoidance & Separation
DictionaryExtensions use IDictionary so they work with whatever
BytePack serializer for TagSet
Obsolete DamageInfo.IsExplosion
Move ToString() to TagSet base
Force update title bar whenever title or icon changes
Fix map hotload, managed type manager bumping up refcount of resources in maps when it shouldn't, causing them to never be unloaded
Added GraphView.CreateBackgroundPixmap which you can override. Resolves Facepunch/sbox-issues#7845
TextRendering.Scope now allows for newlines with a multiline text editor. Resolves Facepunch/sbox-issues#7836
Mixer now shows `*` when there are any new or unsaved changes. Can also delete mixers with the DEL key. Mixer will prompt you to save any unsaved changes on close and restore to previous settings if no is pressed. Resolves Facepunch/sbox-issues#7799
Make compile error dialog paths slightly more readable
Frameless window fixes for hi-DPI monitors
Terrain: Implement simple noise tool https://files.facepunch.com/tony/1b2011b1/sbox-dev_3vMnaauA7V.mp4
No need to defer resource manifest disposal, can double up which is causing crashes
Let's format this file properly
Terrain: Implement smooth sculpt tool https://files.facepunch.com/tony/1b2011b1/sbox-dev_N6T1keSw6q.mp4
Custom window frames (#1858)
https://files.facepunch.com/alexguthrie/1b1911b1/explorer_7y8xswGpWU.png
Fixed CreateGameModal menu error
Fix hostname changing back to default after map change
DedicatedServerConsole: Show hostname instead of "s&box server" if there is one
Add LaunchArguments.MaxPlayers, overrides created lobby preferences (used for CreateGameModal)
Brush Settings: increase maximum width so we have sliders
Reformat Detour/Recast C# files
Don't PreJIT in editor, it adds a couple of seconds to startup time
Unused IAssetSystem::OverrideAssetsWithVPK
Stick a cache on FixupSearchPathName as it's a hot path whilst compiling due to CResourceCompilerPathScope
https://files.facepunch.com/matt/1b2011b1/Profiler_WExqSdLF2F.png
Let's try all "CONTENT" paths as "GAME" paths and remove "CONTENT" search paths, maybe everything will still work
And then we can remove this extra PathScope for "CONTENT"
Mark as Dirty if physics body transform did change
Early return in PhysicsBody.Move if transform didn't change
Fix agent acceleration oscillating when reaching goal
Fix IsValid check being ignored in EditorScene.Open
Add Rotation.AlmostEqual
Add Transform.AlmostEqual
Only mark physics body as dirty if it actually moves
Fixes issue where navmesh areas would be rebuild unnecessarily
Some refactoring, use SnapshotState to store last received snapshot - only updating from the ack if snapshot id is newer than the last one
Fix GrabFrameTexture sending fixed, wrong number of mipmap levels, fixes validation error
Cache scene model animgraph on change from native, cache animgraph param name to index to avoid string allocation
Remove Native Postprocessing
Squashed commit of the following:
commit 477246d2ae28cf22d43eb62f99698bee6cec99c6
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Mar 18 00:08:02 2025 -0300
[pick] Bind all mips for QuarterResEffectsBloomInputTexture, fix bug with lighting on bloom layer
commit d8b713b705c54e861056bc6998ee6a92bec82a11
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Mon Mar 17 23:59:49 2025 -0300
Explicit clear flags for ResolveHDRToFinalSDR
commit bd47d1cf188196ada6a28019ca50a77d764f2629
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Mon Mar 17 23:44:21 2025 -0300
Remove postprocess methods from toolscene
commit 7c543731baadea6be40054d9b930e439de700b28
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Mon Mar 3 13:35:58 2025 -0300
Remove deprecated gaussian bloom blur material
commit 6d727c4e7ad5cb2ac00c59ba36b75ddfcfb95409
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Sat Mar 1 11:43:41 2025 -0300
Add Tonemap and VOlumetricFogManifest in RenderingPipeline
commit dd050aeb240d66e0d9abef0600145a1a0e5b7f72
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Fri Feb 28 11:26:24 2025 -0300
Resolve to SDR in correct color space
commit ecaaf6c6c985bf8b4e524a616b29e8b9fb71f6d8
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Feb 25 23:07:12 2025 -0300
Removed unused stuff from pipeline
commit 85576d476f52f5a282ebec85134708760fce5fa9
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Feb 25 23:02:06 2025 -0300
Remove msaa_resolve tonemap_resolve too, not used
commit 39e1de4d2b060dfbced2870c0ea9919b2e62cf0a
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Feb 25 22:57:59 2025 -0300
Remove Valve's post_process and gaussian blur shader
commit 55ad9e65d8ec43ae3dc9be071004fe5cff3d19f0
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Feb 25 22:36:01 2025 -0300
Remove all mentions of stage1/stage2, copy HDR intermediary texture back to SDR if formats are different
commit 36bc46cfb53d8e649d856240b2c888c21a90bc2d
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Feb 25 22:13:16 2025 -0300
Get rid of native PostProcessSystem entirely, current components need reimplementation now
commit 22707f8ac9566878e659637624e31d733ff3ebc6
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Feb 25 21:42:52 2025 -0300
Start removing PostProcessingSystem
commit 379b55356523496911969018d581b273f1d799d8
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Feb 25 21:30:25 2025 -0300
Remove RenderingPipelinePostprocess
commit 11f6d48c4a584340faab8640924d8f6e3242610b
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Feb 25 21:28:03 2025 -0300
Remove stage2 rts from camerarenderer, pointless now, remove parts of postprocess pipeline from it
commit 176cedbfd96dec157725fe76662e6bb93cccd7ff
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Feb 25 14:23:16 2025 -0300
Remove native postprocessing from renderpipeline
UI Overlay comes before AfterUI
This should be proper uav barriers for native mipmapgen, fixes another validation error
Bloom2
Upgrader for bloom threshold
Some RTs do need to be initialized with clear when running from managed code, investigating
Downsampler ignores negative values
Add -vulkan_validation_error_exit_failure to quit the game with a non-zero error code when a vulkan validation fails for CI
ClearUnorderedAccessViewUint handles depth textures properly, fixes
validation error when clearing depth textures
Don't clear initialize texture if this is a rendertarget, scenesystem already handles it
Use RGBA1010102 instead of RGBA8888 for bloom rt, same storage size
Revert "Store external descriptor set name hashes, otherwise these aren't being refed properly which could very well be the Intel crash"
This reverts commit bc198bc4c991a59f6839367a0aa06b3de1b6ef19.
Force rebuild shaders
Ignore these invalid descriptor sets
Batch network spawn messages when cloning / network spawning an object so that references to/from child networked objects are kept intact when spawning on the receiving end
Add Rigidbody.MassCenter to get local mass center
Add PhysicsBody.SetInertiaTensor/ResetInertiaTensor
Accept Context Menu Event for feature tabs. Add some more validation to clipboard JSON
Fixes sbox-issues/issues/7867
Enable nav agent avoidance and separation
No idea if they have always been off or if i disabled them by accident at some point.
Get rid of float/double.Epsilon usage use more sane defaults
10^-4 for singles
10^-6 for doubles
Refactor some navmesh code, allows for less agressive locking
Spaces -> Tabs
Add some locks since this can be accessed by multiple threads
Fuck it - I don't see why this crashes ci
Only print if engine ready
Force build shaders, some shaders have mismatched combos
Console apps print native engine messages instantly
Get rid of unused ChunkyTrimesh recast code
Update recast from Facepunch/recastnavigation
Untangle navmesh threading, significantly reduces initial navmesh generation time.
Shadergraph: prompt before discarding changes when opening another graph from asset browser
Fix floating point precission issues in recast pathing code
see recastnavigation/recastnavigation#515 & recastnavigation/recastnavigation#735
Added FeatureAttribute.Description. Feature tooltips now use the XML tooltips that display a description if there is one. Resolves Facepunch/sbox-issues#7893
Added [Feature] descriptions to a few existing components/resources
Remove remaining material-owned descriptor set code from rendersystemvulkan
Store external descriptor set name hashes, otherwise these aren't being refed properly which could very well be the Intel crash
Build shaders