branchsbox/navmesh-tiledcancel

35 Commits over 0 Days - ∞cph!

8 Days Ago
Ignore self in ground trace
8 Days Ago
Removed unused code
8 Days Ago
Reduce memory allocations in PhysicsShape::GetTriangulation Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg) Merge pull request #1693 from Facepunch/optimize-physshape-triangulation-allocations Reduce memory allocations in PhysicsShape::GetTriangulation Support for @ key razor attribute, Facepunch/sbox-issues#4103 InteropGen: Add IsError to resources Model.IsError propertly detects when we're error.vmdl Applying clothing correctly detects invalid models Fix jeans using the wrong model location Fix settings apply button not working Fix storage page Fix menu missing material Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on Fix Popup Panels not closing when in game (but worked in menu) Sausage toggle Left the wrong model enabled Body Group Fix Human Bodygroup adjustments - Clothing fixes Service update Save/load avatar to/from the cloud .Clothing fixes Some changes to time sync. Seems to fix Facepunch/sbox-issues#6865 locally. Needs re-test. Fix popup being orphaned when clicked on Set in_editor ub richpresence when in editor Popup supports AboveCenter Stop making the popups red! Friends in footer, delete friends list Change notifications to a real popup Start putting the party system back together Some additional troublesome Vulkan layer disables Update documentation for methods in INetworkListener to indicate that they're only called for the host. Add net_fakelag ConVar. It's working for both Steam Networking Sockets and TCP / local instance. Can also be changed in the editor like this https://files.facepunch.com/conna/1b1211b1/sbox-dev_jpOfxVrwEr.mp4 Also commit this important file Rework triggers to check contact points instead of ref counted touches. Add ITriggerListener.OnTriggerEnter/Exit for game objects that contain multiple colliders Hide "available parties" Update clothing Add NETSDK1138 no nowarn Make writing clothing more deterministic When dressing, if we have a citizen model - but not a human model, make clothing invalid Switch from net7 to net9 * Update your Visual Studio to 17.12.0! Make EnableFootstepSounds on PlayerController work Add Distance/Falloff to music player Resolve Fixed Update Issues Resolves issue where Fixed Update would be called more times than it should be. Fixes issues such as in Marble Racer where if you had 500fps you'd move much faster than other players. Merge branch 'master' into navmesh-tiled Properly resolve merge conflict
8 Days Ago
Prefix debug methods and props with debug
8 Days Ago
NavMeshAgent improve ground detection trace In case our ground trace has multiple results pick the hit closest to the original navmesh position
9 Days Ago
Reduce nav agent foot trace radius and max trace height
9 Days Ago
Reduce memory allocations for navmesh debug draw
9 Days Ago
Fix CPhysicsShape::GetScale() to return the correct scale for MeshShapes
9 Days Ago
Fix CPhysicsShape::GetTriangulation() not respecting scale for mesh shapes when calculating triangulation
9 Days Ago
Add navmesh bodytype override During edit time (in editor) we change the type of dynamic physics bodys to static. However, for the navmesh generation we need to ignore this change and use the bodytype that will actually be used at game time. We can use this override to set the bodytype that should be used during navmesh generation.
10 Days Ago
Cleanup async code Properly reinitialize agents after navmesh is completely generated. Remove some Gizmo.Scopes
10 Days Ago
Fix deleted tiles being shown in debug draw Version the native tile data so we can discard outdated tile updates
10 Days Ago
Use correct lock for initializing navmesh Update navmesh bounds when world size changes in editor Get rid of navmesh locks
10 Days Ago
Lock native navmesh on creation/dispose Fixed warning when tryin to compact a tile with no walkable triangles
10 Days Ago
Fix yet another incorrect coordinate space transform Lock navmesh for queries and path finding to avoid race conditions
10 Days Ago
Clarify navmesh lock comment
10 Days Ago
Fixed the Main Menu OrganizationModal Add hover/press sounds to packages in games/maps list, prevent x-scrolling. Selected Tags in PackageTagFilters will still show up if their results are 0, so you can remove the tag instead of it being hidden Clothing Update Add PhysicsBody.IsTouching( body ) Rework triggers to check for exit events at the end of physics step, should be more reliable than ref counting touch events Fix touching colliders only being added to triggers Fix PhysicsBody.IsTouching returning too early Latest services api Expose news api in Sandbox.Services.News Add MenuUtility.GetPlayerFeed( take ) Add apis to get notification counts, mark read, get array of latest notifications Add DateTime.Humanize(), TimeSpan.Humanize() Add number.ToMetric() (1100 to 1.1k) Fix clicking packagecard title opening website Fix settingspage button heights Added notifications Fix NRE in trigger rework Add Package.ThumbTall and Package.ThumbWide Fix button href debug Player feed Delete Cardboard Trousers Delete office skirt Delete Cardboard Chest Delete Dry Suit Delete Hivis Jacket Delete LongSleeve Delete smart jacket Delete bucket helmet Delete Chefs Skull Cap Delete Leather Gloves Delete Long White Gloves Delete Army Gloves Delete V Neck Tshirt Delete Buttoned Shirt Delete Chainmail Delete Longsleeve Shirt Delete Priest Shirt Delete Smart Shoes Delete Necklace Delete Stylish Glasses Delete Diving_Rebreather Delete chest armor Delete eye cover AchievementDeck Fix Integer Control Widget when nullable Clothing updates Fix store page not handling more than 2 items Front page Fix menu being fucked for one frame after switching from avatar editor Lets have a name tag Scene tweak Add backlight .clothing File updates Revert trigger changes When applying clothing, try to avoid error models by pre-evaluating the list Add mainmenu default font size so it's not tiny by default Change hub icon Hotload ignore Refit Fixes Facepunch/sbox-issues#6843 Merge branch 'master' into navmesh-tiled
10 Days Ago
Remove obsolete CNavMesh.Init method Allocate polymesh on stack instead of heap Reduce voxel size to make sure the average door/passage way gets generated correctly. Fixup tests Improved generation config handling Make difference between tile generation and generation queue more clear
10 Days Ago
Reduce maxPolygonEdgeLength This will break up navmesh polygon. The smaller polygons should help improve pathing on large empty spaces with only a few obstructions.
10 Days Ago
Improve IsEnabled comment #5451 Add maxAgentRadius to navmesh params
11 Days Ago
Cleanup tests and unused methods
12 Days Ago
Tile bounds now only match the input geometries bounds on the z axis. Use physiscsworld instead of navmesh to determine agent Z position Improve tiling properties docs Fix navmesh editor auto update Remove useless recast config Remove unused navmesh triangle code
12 Days Ago
Improve & Optimize Tiled Navmesh Debug Draw https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_w9mTXjsyWd.jpg
12 Days Ago
Make transform between tile world and voxel space more explicit Improved namvesh debug drawing
13 Days Ago
Revert some test code
13 Days Ago
Tweaked editor startup, don't pop up this cloud progress window, compile assets faster Shorten "Group with new GameObject" Update Facepunch.ActionGraphs Fix Project.EditUrl wrong link Fix asset browser showing compiled alt files of files we have the source to Play asset sound when clicking on asset Tweak TabBar style for icon legibility, consistent positioning Consistent placeholder text for search widgets Asset browser: Stop sticking "Resource" on the end of most asset type names Asset browser: Fix dragging assets only including the first thing, resolves Facepunch/sbox-issues#6810 Asset browser supports multi asset selection [CustomEditor] supports properties marked with [Editor( "editorname" )] Converted OrganisationProperty to OrganisationControlWidget Fix button with no icon padding Fix NRE in attachments Model preview better guess if it's a viewmodel Can multiple select and right click assets to batch publish, and select an org Ident maxlength increased to 64 Fix warning EditorUtility.PlayAssetSound supports sound events Asset browser: Play overlay for sounds Fix button text not being vertically aligned by one pixel. Resolves Facepunch/sbox-issues#6805 Clean up EditorUtility.PlayAssetSound a bit Ignore edging when drawing text outlines, helps with `font-smooth: never;` in combination with `text-stroke` Facepunch/sbox-issues/issues/6764 Fix video background color random Should fix editor startup error Hammer: Can hover and select managed scene render meshes (ModelRenderer) as well as gizmo render bounds, whilst working alongside native traces Cache looking up types by name Added a DateTime ControlWidget. Resolves Facepunch/sbox-issues#6787 https://files.facepunch.com/CarsonKompon/2024/November/05_13-28-CourageousUrutu.mp4 DateTimeControlWidget supports DateTimeOffset as well Added `[Expand]` attribute, which expands the control for that property onto a new line, making it fill the width of the sheet. Resolves Facepunch/sbox-issues#6800 https://files.facepunch.com/CarsonKompon/2024/November/05_14-34-QuarrelsomeFinch.mp4 Don't show properties of incompatible types when assigning Prefab Variables Ensure GUID is saved all the time. And some validation: delete CMapGameObjects that have no GUIDs on load & create CMapGameObjects for scene gameobjects that don't have a match Suppress native transform change callbacks too which were causing angles & scale changes to not execute Transform changes on managed execute EventPropertyEditorCoreAttributeChange_t so gizmos follow properly Clothing Updates Remove notion of installing cloud assets as preview Cloud assets are either on disk or not, this preview state confuses stuff without any real benefit. The important thing is that the references get stored in the assets - which they're not going to if we're not installing the cloud assets. Asset picker previews cloud sounds Call OnAssetHighlighted when highlighting cloud assets in picker Add (hidden) to cloud packages that are hidden Preview sounds when clicking on them in cloud browser Get rid of the package download notice (if we want this, we have to find a less abrasive way) Lets be more explicit with IsPromise, isolate it to GameResource, make it internal, and make sure it gets set to false on load Fix warnings Run assettags.updated only on the main thread Protect against a SceneDock not existing for some reason Protect against GameObjects being added during Serialize somehow Renamed [Expand] -> [WideMode] with optional parameter to hide the label completely Sound Occlusion traces now follow the rules of the "sound" collision group, which defaults to only collide with "solid". Fix ProjectSettings.ReadWithFallback not running JsonUpgraders on old meta fallbacks fix smoke1.vtex IsCloudInstalled doesn't care about versions by default Skip installing remote package if there's already an installed version by default, always download when explicitly installing/updating etc Remove manual package install button fix log interpolation Clothing Update EntityTreeModel::mimeData calls base again so native interactions still work Hammer GameObjects can have children https://files.facepunch.com/matt/1b0611b1/sbox-dev_icF9jl1PDP.png Gizmo.Settings.GizmosEnabled applies to DrawGizmos as well, resolves #1539 https://files.facepunch.com/tony/1b0611b1/sbox-dev_cW3C5AFArY.mp4 Fix broken loading screen characters Fix occlusion not using proper listener position and constantly overriding the target Multicast action graph delegates https://files.facepunch.com/ziks/2024-11-05/sbox-dev_ntUf9trdvk.png Add CommandList * Add CommandList * Add CameraComponent.Hud Remove unused OpenXR launch environment variables Update Facepunch.XR to ec56d1c119e0251cbc105be8a26792e266b68ed3, fixes some minor launching issues VR hand component fixes VR world input component Remove unused VR bits in MenuSystem Basic VR scene menu, loads automatically if VR is enabled Fix Prefab Tabs not having a Context Menu, can now Show Prefab in Asset Browser Added Sound Point Prefab Template and fixed Soundscape Prefab Template https://files.facepunch.com/CarsonKompon/2024/November/06_13-23-RubberyNeondwarfgourami.png Fix not being able to right click a scene/prefab tab if it has unsaved changes Make Right Click clear in the Collision Matrix since the tooltip says it should SoundComponents now use the AudioDistanceFloat controls for Distance. Updated SoundPointComponent gizmos. Gizmo.Draw.Grid can be drawn at an offset Clothes Update Add TrailRenderer.Emitting to control when new points should be added to the trail or not Fix camera shader node typo with FarPlane Make sure ListView itemsPerRow can't be zero Fix map drop object for local maps Dedicated Server Querying and Session Authentication (#1690) * Authentication and encryption can now be enabled (by default) * Session authentication is added for authentication tickets - this is what makes the player count go up on a server or down when they leave * Dedicated servers use a Fake IP and can be connected to either by their Fake IP or by their associated Steam Id * Dedicated servers can be queried from the master server using the GameSocketShare mode and so can now be fetched in-game for displaying in some UI later (Steam Server Browser does not display them due to using Fake IP) * Added Rich Presence support for players who are connected to a dedicated server (and other players can join the game) * Fixed some issues with headless mode such as when things were attempting to use ISteamFriends or some texture methods * Stale connections are properly disposed of and cleaned up within a network system where in some cases before they were not * Ensure that we disconnect from the network system when closing the game/app, this makes sure that the Steam Game Server is properly shut down * Fixed / implemented Steam Game Server callbacks * Moved Steam Network Sockets configuration to C# and set them in the right place now * Ensure that we disallow a player to connect to a dedicated server if there are no player slots remaining Add +hostname support for dedicated servers. For now, just so we have a way of seeing them, bundle dedicated servers in with other lobbies when querying lobbies so they show in the lobby list for a game. Use AppIsDedicatedServer() to determine if should print warning log in texturebase. Don't run Panel.TickInternal if we're a dedicated server - makes no sense for Panels to even exist. Make dedicated server console window title s&box Dedicated Server We can omit this warning too if we're a dedicated server Create assets/folders from sidebar folder nodes Fix asset type filters excluding compiled assets that should be shown, resolves Facepunch/sbox-issues#6814 Tidy/refactor search widget, asset type filtering works in both flat and normal views Make sure picker-enforced filters are shown in the search widget, disable user editing Implement stubbed Search Bar in HomeWidget, moving it outside of the filters popup https://files.facepunch.com/CarsonKompon/2024/November/07_07-14-FakeMillipede.mp4 Use error model for sceneobject when model has no valid render meshes Do the same for scenemodel Cloud browser: maintain location query when searching, clear facet selection with sidebar shortcut Remove unused folder node logic for cloud locations Skip dropdowns for facets included in the base/location query Fix LobbyCard NRE fix glass vtex Fix some compiled assets wrongly being hidden, Facepunch/sbox-issues#6814 Categorize Create Asset menu, can create code files, add templates for compute, material, unlit shaders Use GameResource.Category in New Asset menu Give built in resources categories too, merge with gameresources Create templates for c# empty, component, razor code files and compute, material, unlit shaders Update Refit Update Facepunch.XR and defs to 24b8e70e5c89d04b3f42d8b022bf97e05b82349f, adds check for headset/runtime availablity VR initialization changes - always load VR extensions if there's a runtime and headset available, so we can init mid-session Editor: Make ToggleSwitch look nicer Add toggle switch in editor for VR https://files.facepunch.com/alexguthrie/1b0711b1/sbox-dev_k3x5LXNKca.png When creating a Sound Event, the file extension is now replaced instead of appended. Resolves Facepunch/sbox-issues#6816 Update Facepunch.XR to 1dce6d64669f0c19b0e43936bf53b1770d50a6f8, cache HasHeadset value Don't build VR Toggle Widget if there's no headset or runtime Cache native physics body shapes so GetShape can have direct access to them Disable rendering on sceneobject when model renderer uses model that has no valid render meshes Fix opening .action resources Fixes Facepunch/sbox-issues#6841 Fix Create/Save File Dialogs opening in the folder above your current directory Fix Asset Browser NREs when filtering by file extension and file has no extension Menu refresh * razor: Invalidate render tree when setting RenderFragment - fixes sections of razor ui not updating until hovered * updated menu UI * deleted old menu styles Hooked up Texture Editor Browser and gave it the proper Filter type Filtering by Image in the Asset Browser now shows all supported file types instead of just JPG Fix [Feature] properties not being added to a ControlSheet when non-Feature properties don't exist. Resolves Facepunch/sbox-issues#6842 Fix Select Map button Remove unused Fix clicking map opening two modals Fix Map modal buttons Fix can't join game Fix server list modal broken design Fix game/map modals not hotloading Fix binds modal Fix review modal Remove [StyleSheet] from everything, because it's not needed now Use ResourceName as default name for prefab templates instead of just adding an empty entry Prevent "General" tab from displaying even if a Component has no Features Adjust physicshape collection Merge branch 'master' into navmesh-tiled
13 Days Ago
Fix error when trying to unload tiles that don't exists
13 Days Ago
Remove PhysicsWorld::GetPolySoup as it is now unused Debug draw tile polygon boundaries
14 Days Ago
Auto calculate tiling parameters This avoids having to expose them, while we are not sure if they should be. Optimize tile geometry collection Only add physic shapes to generator that are in bounds Make tile geometry collection thread safe Speed navmesh geometry collection for scenes with complex physicbodies The geometry collection is optimized by only collecting the PhysicsShapes of a PhysicsBody that are actually in the navmesh bounds. Previously, all shapes of a PhysicsBody were collected, which resulted in a lot of irrelevant geometry being collected. This optimization significantly speeds up the overall navmesh generation (70 times faster when benchmarked on FP square).
14 Days Ago
Clip tile bounds to geometry Limit navmesh generation parallelism Bump cell Height to 4 This avoids issues when tiles are very tall (Z). Potentially decreases generation quality a little, but so far it looks fine. Fix debug draw triangle offset Better tiling defaults Removed debug logs
14 Days Ago
Keep original generate signature Simplify physics geometry collection
15 Days Ago
Fix tileX & tileY not being set in generation cfg when the tile generation config was created. This caused all sorts of issues, e.g. incorrect bounds, overwrites of tiles that were already created... Also don't pad tile bounds on z axis. Only reinitialize navmesh if tile related properties change Make navmesh generation parallel & thread safe Optimization: Shrink tile bounds (Z axis) before generation
15 Days Ago
Make tests compile (still need to be fixed) Fix regression caused by typo Remove obsolete transforms Get rid of detail nav mesh and other memory improvements Removes detail mesh and also cleans up polygon mesh after detour navmesh creation. Once we have the detour nav data the polygon mesh isn't needed anymore.
15 Days Ago
Pull as much logic as possible from C++ to C# Streamlines the config handling for recast. In particular it gets reduces the amount of duplicated default values and config setup logic. This is achieved by handling almost everything config related in C# now.
16 Days Ago
Initial tiled navmesh generation Currently matches previous behaviour but generates in multiple tiles