branchsbox/navmesh-linkscancel

14 Commits over 0 Days - ∞cph!

12 Days Ago
Make sure we're correctly registering a resource or promise from Asset.LoadGameResource, resolves Facepunch/sbox-issues#6952 Tick FileWatchers after compiling all assets on startup, resolves Facepunch/sbox-issues#6635 Remove unsued Update test packages Update cecil Update skia to 3.1 Clear cached material override on sceneobject when changing model so it can be set again - Fixes model renderer not applying material override on model change Fix compile warning Shaders Shader functions can specify storage class (static) and specify inline without erroring now Fix minor typo Added Multiedit support to TagSets. Resolves Facepunch/sbox-issues#6882 https://files.facepunch.com/CarsonKompon/2024/December/05_10-10-LividGallowaycow.mp4 Rename TagSetControlWidget file name to match class name Bindless shader API class Use custom Qt styling/preferences in Launcher as well Launcher: this is a sort not a filter so don't call it one Move DefaultProjectLocation from editor cookie to launcher cookie, since we stopped saving that at some point Fix project location label being squished Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive * Non templated version because sometimes your buffer will have various types * Usage flags can be combined now, e.g a buffer can be used as an IndexBuffer but also ByteAddress for compute shader * Added additional error checking, exposed readonly properties for count/size/usage * Added CodeUpgrader for ComputeBuffer -> GpuBuffer * Fix Terrain materials buffer overflowing its gpu buffer Fix ssao shader include Another fix what is this Add Graphics.Draw from GpuBuffer<T> vfx: remove unused HEADER { } carp vfx: remove GetDefaultBlock which is randomly not used for any but MODES block, default modes = just Default() everything else is too magic bullshit This seems bad Citizen: disabled AO proxy nodes now that AO proxy support has been removed Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive. Keep version, we'll use it in a different way Citizen/animgraph: flipped order of compositing operations in skidding to fix arms pose (wish_*-based flailing comes after addition) + rewrote and updated some comments around the graph Hair Updates Proper object.Equals overrides for AssetBrowser entries Asset browser: fixes for thumbnails not displaying/regenerating properly Make sure SoundEvent is compiled before we try to add sounds to it. Fixes Right Click MP3 -> Create Sound Event(s) Don't use absolute path when creating sounds from mp3s Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters Hair Updates AbsolutePath is required only for registering the asset Added Multiedit to RangedFloat (so you can edit all your sounds at once) AudioDistanceFloatProperties now support Multiedit ButtonControlWidget now supports Multiedit, will invoke the function on all selected Components GradientEditorWidget now supports Multiedit CurveControlWidget now supports Multiedit Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably) Fix collision events returning incorrect per triangle surfaces Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed Position editor tool only smooth moves rigidbodies that have motion enabled Dead cubemap rendering code Remove some unused code from src/common Delete public/assetrename Delete more from common Delete infectedwoundrenderdata Asset preview dmx Allow create model context menu item for fbx, obj, dmx Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used Pull latest changes from FP recastnavigation fork Among upstream recast changes this also includes a change to: Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys. This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK) Therefore, this is free accuracy improvement without perf or memory impact. Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109 Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100 Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097 Fix Gizmo.Control.Capsule (has it ever worked properly?) Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work Add Rigidbody.Sleeping Make joint gizmos less noisy Make component sheet readonly when using NotEditable component flag Auto populate model collider on awake if none are set Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4 Tools: Expose ScrollArea.MakeVisible( Vector3 ) Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982 Scroll back to the top when rebuilding InputPage Check mip sizes in Graphics.CopyTexture, not the texture size Remove nSrcMipLevels and nDstMipLevels from CopyTexture and CopyFromVolumeTexture, they're not used in vulkan. Obsolete Graphics.CopyTexture with srcMipLevels and dstMipLevels, use the one without Drop IL verification since we compile every assembly from source on clients now [interop] Don't create handle stuff in static functions Don't init VR if we're a console app Don't print vulkan device info if we're a console app Remove unused Unused Remove r_use_fullsort_for_opaque, we always depth prepass Add FillMode render state override on scene layers Remove this hidden dynamic objects stencil mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode Fix error when renaming uncompiled asset, fixes Facepunch/sbox-issues#7130 Renaming an asset in the Asset Browser immediately registers the new asset, fixes Facepunch/sbox-issues#7134 Added Multiedit support to Component Context Menu Prefab Variable button now shows when there's differences in a Multiedit https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4 Same thing with Nullable Button Treat base content paths as Asset-type locations Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe Hammer wireframe uses new state override and not ToolsWireframe Drop r_show_hipoly_draw_calls Remove ToolsWireframe mode Don't repeat the same thing 6 times to wireframe a layer Update developer help url Update animation Fix [ReadOnly] attribute not being applied to all property types ResourceControlWidget now looks like it's greyed out when disabled Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now Update playercontroller wish velocity values Fix scss `@import`s not including files with relative `../` paths in the file watcher Write some SCSS import Unit Tests and update existing ones to test more than just variables Forgot to save this file in VS 😳 Fix NRE when removing multiple components in context menu Merge branch 'master' into navmesh-links
15 Days Ago
Fix warning
15 Days Ago
Expose navlink ConnectionRadius
16 Days Ago
Copy over properties when bulk creating multiple nav links
16 Days Ago
Link connection radius should be internal not private
16 Days Ago
Remove debug #pragma optimize statements
16 Days Ago
NavLink doc comments Format
16 Days Ago
Modify default agents to behave better when traversing nav links (They still suck though) https://files.facepunch.com/lolleko/1b0611b1/sbox-dev_xO6m7sWLTo.mp4
17 Days Ago
Center ameObject when navlink start/end changes
17 Days Ago
Imrpove nav link visualization https://files.facepunch.com/lolleko/1b0511b1/sbox-dev_NU9m49nbd2.jpg
17 Days Ago
Visualize nav link connection state https://files.facepunch.com/lolleko/1b0511b1/sbox-dev_nH8r76TUg2.mp4
17 Days Ago
Improve handling of empty navmesh tiles Also improve editor auto update when world bounds change. Update skinned renderers if they have physics bones Don't invoke ISceneCollisionEvents for trigger intersections Expose MeshComponent.Model Physics tool selects all rigidbodies in hierarchy Switch SSAO to use GTAO Add missing XeGTAO headers Editor buttons desaturate when disabled/readonly Shader rebuild Disable Navmesh Warning "Could not build compact data" for now Revert 7e8268d0ca, it was causing issues when selecting every other GameObject node, I don't understand what it's trying to do 🙊 Trigger exit detection only checks if there's any contacts on triggers, not non triggers Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Reenable MSAA fetching for SSAO compositing, don't use loops Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen GTAO temporal filter uses edge detection to filter out edge ghosting https://i.imgur.com/EzfclG7.mp4 Grey out tool buttons when disabled Fix asset picker when selecting cloud maps Update shaders Fix Gizmo.Control.Position returning true without it being dragged on Remove unused shit from lightbinner and make everything enums Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits Spring joint impulse checked against break limit seems to be negated? Add Joint.IsBroken Add Joint.StartBroken Add Joint.Unbreak() to activate the joint after breaking Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4 Move joint OnBreak action to breaking group Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure in Material.Lerp, normalize after lerping normals Include ReflectionTextureColor in all the layers @samzanemesis might wanna check this is the right thing to do build shaders Fix overriding SSR with a black texture when it should be initialized with a translucent one Bring back external changes detected dialog, move to interface event Assets added at runtime can be loaded into promises/missing resources again Move prefab instance reload logic out of ResourceLoader Clear selection when reloading SceneEditorSession Tweak wording on External Changes dialog to make it more clear what the options are Only ever show one External Changes dialog for a scene Add plane_large.vmdl for large subdivided plane Avoid div by zero in Gizmo.Draw.LineCylinder Fix CameraEditorTool LookAt Now keeps scene focus after look at button is clicked also keeps the camera component selected after the look at target has been picked. Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it Revert "Include ReflectionTextureColor in all the layers", it's unlikely we can manage to do SSR with roughness fast on translucents, and this causes the issue that SSR reflections from opaques will be drawn over smoke or translucents This reverts commit 8cce50baf03cd7f93e7c89c75dde46319412aff9. Initialize SSR to null on 3d skybox Material preview uses tessellated plane with vertex blends so blended materials can be previewed https://files.facepunch.com/layla/1b0511b1/sbox-dev_D8hvwjbzp3.png Don't make this struct public Try to match normal and tangent of native material editor plane Remove vfc.exe - unused prove me wrong - I want to minimize the entry points for shader compiling Remove unused mathlib class Hair Updates Merge branch 'master' into navmesh-links
18 Days Ago
Initial navmesh link editor https://files.facepunch.com/lolleko/1b0411b1/sbox-dev_tfs96azAGk.mp4
19 Days Ago
Refactor non polymesh navmesh data Initial link component Add navmesh links to tile cache