19,384 Commits over 1,461 Days - 0.55cph!
Use !IsValid instead of == null or is null for any IValid
Use IsValid instead of != null or is not null for any IValid
Achievement list on packagemodal
tweak menu transitions
Add RunEvent<T>
Sandbox.Services update
Add Sandbox.Services.Achievements class
Menu listens for Protobuf.AchievmentMsg.AchievmentUnlocked messages
Latest api models
Add Package.GetAchievements()
Update IAchievementApi
Grab achievements when starting game
Add Sandbox.Services.Achievements.All
When stats are incremented their values are updated locally
Latest achivement api
AchievementCollection, stat based fractions
Latest achivement api
AchievementCollection, stat based fractions
Proper fog TAA with ping-ponging accumulation textures
Apply primitive render attributes in animatables too
ButtonAttribute pulls method name as the title if not specified. ButtonAttribute no longer includes Label, and takes up the full width. Resolves Facepunch/sbox-issues#6214
https://files.facepunch.com/CarsonKompon/2024/September/06_19-28-MurkyGopher.png
Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
Oops bring back wrapping on normal labels
Add RunEvent<T>
Sandbox.Services update
Add Sandbox.Services.Achievements class
Menu listens for Protobuf.AchievmentMsg.AchievmentUnlocked messages
Latest api models
Add Package.GetAchievements()
Update IAchievementApi
Grab achievements when starting game
Add Sandbox.Services.Achievements.All
When stats are incremented their values are updated locally
Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
Remove VR-specific frustum stuff from volumetric fog
Get rid of redundant data
Added scroll support to single-line TextEntry, will now scroll to caret/selection when confined by layout, Facepunch/sbox-issues#6274
https://files.facepunch.com/solw/2024/September/06_19-10-DeterminedFlycatcher.mp4
Disable clipmaps on managed code, clean up shader code
Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps
One lightbinner per volumetric fog rather than creating it every frame
Start removing fog clipmap rendering, there are better ways to do this and it's massive
WIP: Only allow opening editable action graphs
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
These convars don't do anything or are redundant, some notes for tiled rendering in the future
Test rendering asset thumbnails as animated images, see if it works
Means we're not loading an asset when you hover over something.
Works nicely but not sure about thumbnail generation times or cached
thumbnail sizes
https://files.facepunch.com/alexguthrie/1b0611b1/NVIDIA_Overlay_4Y9sYV1MfZ.mp4
Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics
Refresh diagnostics when saving an Action Graph
Only Show() each Action Graph MainWindow once
Resolve Action Graph source prefab
Fix unreachable code warning
Delta Snapshot Slots (#1660)
Hotload tests: log timings in descending duration
Hotload test benchmarking (1D/3D) (struct/interface) arrays
Hotload: Speed up struct array copying, support Rank > 1 arrays
Make sure #version gets passed properly in Package.FetchAsync
Fix Package.FetchAsync not finding packages with slash or other formatting
Update pull.yml
Release fix
Fix Depth::GetLinear, be expressive about it for correctness before all, precompute these values later
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Wave intrinsics to do early out for far dof
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Front blur, tweaks
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
Handle login exceptions more gracefully
Fix events spam
Include commit message and sha with release
Can select Skin in Avatar Menu again. Resolves Facepunch/sbox-issues#6310
Creating a Prefab Variable will default to the name of the variable you're linking. Resolves Facepunch/sbox-issues#6364
Live preview test
Live preview cleanup, fade
https://files.facepunch.com/alexguthrie/1b0511b1/NVIDIA_Overlay_6A9K6s7Uiv.mp4
LivePreview fixes
Search widget
Get rid of live preview, not a good idea right now
Fix perfomance validation warning on depth_only shader, it never produces output from PS, any operations from ps for translucents are clip or discard, D_WRITE_DEPTH_MASKS is never used
Strip D_WRITE_DEPTH_MASKS from the rest
De/serialize missing mixer settings, disable spatialization on Music/UI mixers by default again, Facepunch/sbox-issues#6092
Fix benchmarks not recording properly
Image & prefab preview tweaks
Use poppins for "add..." button
Asset highlight tweaks
Gradient backgrounds
https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_jeVfRAn7hg.png
Tweak mini icon position
PathWidget defaults to not editing
Package Fetch api is more forgiving (just returns null on 404)
Benchmark diagnostics
Fix shadows not showing up on non-scenecamera views like Hammer
Services api (#1658)
Nothing should visibly change for end users
Don't run physics in editor
Fix package error version
Get rid of this optional render attributes, add it when it's needed
Allow for multi-bounce reflections on EnvmapProbe
Make sure all cubemaps are up to date when loading/unloading mapinstances, cubemaps placed on scene weren't getting updated
GPU Shadow Culling light list is stored on camera where it should belong rather than on lightbinner, a lightbinner can be shared across multiple views causing issues, this also guarantees proper lifetime of list since lightbinner pool is only flushed on shutdown
https://files.facepunch.com/sam/1b0411b1/sbox-dev_Esvot2kDTb.mp4
DrawSceneObject can take attributes, by default these will come from Graphics.Attributes so Graphics.SetupLighting will now work with scene object render
Shadergraph: Add multiple outputs for float2, float3, float4 on Combine node
Shadergraph: Add distance node