22,418 Commits over 1,614 Days - 0.58cph!
Update clone prefab reference comments
Improvements to how delta snapshots are stored. Make sure we apply all snapshots so long as the last processed value for an entry has an older snapshot id.
When dragging multiple GameObjects onto a ListControlWidget of Components, get the first component from each GameObject similarly to if we were to drag them each individually.
FloatControlWidget keeps the drag delta intact, fixes janky drag on int controls
Fixed Cloud Browser @installed tag not being filterable by query
Removed unused from InputContext
Added net_fakepacketloss ConVar for testing (0-100%). Fixed an issue where if a delta snapshot was received before an object was created on the client-side, it would remember the state wrongly. Fixed an issue with Network Refresh messages where, if arriving late, could overwrite Sync Vars with the wrong values
Protocol++
Fix minor error
Add test for cloning prefabs that contain a nested prefab instance which has a variable that references the outer prefabs root
Bindless lightmaps/Lightmap Combo Removal (#1765)
Multiply light cookie rgb by alpha
Compile shaders
Merge branch 'master' into json-free-clone2
Add TextureGenerator boilerplate
TextureControlWidget poc
Fix NRE in SpriteRenderer when texture is null
TextureControlWidget creates a child ResourceControlWidget instead of trying to be one
Draw texture preview
Standardize internal way to async replace placeholder textures
Add Sandbox.Utility.ForAsync
TextureGenerators are async
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup
Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits
Add TextureEditorPopup
Clean up TextureControlWidget
Add Color.Rgba16 (half based color)
Add Bitmap class
More bitmap stuff
Bitmap draw and bitmap pen
Bitmap drawing fixes
Bitmap clone, IDisposable, IValid
Wrap IResourceCompilerContext
Find "$compiler" in resource json and launch compiler
Add more ResourceCompiler functionality
Managed can override compiling of any resource
Add Texture.GetBitmap
Simple texture compiling from managed
Add Bitmap.ToFormat( ImageFormat format )
Add TextureBuilder.WithMips() - auto mip count
Bitmap.ToTexture supports mipmaps
ResourceCompiler.Compile is async (but we have to run it syncronously)
ResourceCompiler,. ResourceCompilerContext are in Engine
Add transient filesystem
Add Texture.IsError
Compile embedded textures to transient folder
Double height texturcontrolwidget
Remove debug
Add Bitmap.DrawText
Multiply light cookie rgb by alpha
Add TextureGenerator boilerplate
TextureControlWidget poc
Fix NRE in SpriteRenderer when texture is null
TextureControlWidget creates a child ResourceControlWidget instead of trying to be one
Draw texture preview
Standardize internal way to async replace placeholder textures
Add Sandbox.Utility.ForAsync
TextureGenerators are async
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup
Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits
Add TextureEditorPopup
Clean up TextureControlWidget
Add Color.Rgba16 (half based color)
Add Bitmap class
More bitmap stuff
Bitmap draw and bitmap pen
Bitmap drawing fixes
Bitmap clone, IDisposable, IValid
Wrap IResourceCompilerContext
Find "$compiler" in resource json and launch compiler
Add more ResourceCompiler functionality
Managed can override compiling of any resource
Add Texture.GetBitmap
Simple texture compiling from managed
Add Bitmap.ToFormat( ImageFormat format )
Add TextureBuilder.WithMips() - auto mip count
Bitmap.ToTexture supports mipmaps
ResourceCompiler.Compile is async (but we have to run it syncronously)
ResourceCompiler,. ResourceCompilerContext are in Engine
Add transient filesystem
Add Texture.IsError
Compile embedded textures to transient folder
Double height texturcontrolwidget
Remove debug
Add Bitmap.DrawText
Remove debug
Add Bitmap.DrawText
Bindless lightmaps/Lightmap Combo Removal (#1765)
Remove Lightmap comborule from shadergraph graphcompiler
Add test for cloning prefabs that contain a nested prefab instance which has a variable that references the outer prefabs root
Add Input.Keyboard.Down( key ), Input.Keyboard.Pressed( key ) and Input.Keyboard.Released( key ) - maintain accumulated press/releases for key presses now we need them
Add back vertex cache request batching now we know everything works
Fix decompressing normals in skinning compute shader
Custom Subgraph Nodes now detect sampled textures and allow you to change them as properties
Display Default Values on unconnected inputs of Subgraph Nodes
https://files.facepunch.com/CarsonKompon/2025/January/22_15-34-AnyAllensbigearedbat.png
Apply clone config overrides at a different stage
Double height texturcontrolwidget
Add TextureGenerator boilerplate
TextureControlWidget poc
Fix NRE in SpriteRenderer when texture is null
TextureControlWidget creates a child ResourceControlWidget instead of trying to be one
Draw texture preview
Standardize internal way to async replace placeholder textures
Add Sandbox.Utility.ForAsync
TextureGenerators are async
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup
Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits
Add TextureEditorPopup
Clean up TextureControlWidget
Add Color.Rgba16 (half based color)
Add Bitmap class
More bitmap stuff
Bitmap draw and bitmap pen
Bitmap drawing fixes
Bitmap clone, IDisposable, IValid
Wrap IResourceCompilerContext
Find "$compiler" in resource json and launch compiler
Add more ResourceCompiler functionality
Managed can override compiling of any resource
Add Texture.GetBitmap
Simple texture compiling from managed
Add Bitmap.ToFormat( ImageFormat format )
Add TextureBuilder.WithMips() - auto mip count
Bitmap.ToTexture supports mipmaps
ResourceCompiler.Compile is async (but we have to run it syncronously)
ResourceCompiler,. ResourceCompilerContext are in Engine
Add transient filesystem
Add Texture.IsError
Compile embedded textures to transient folder
ResourceCompiler,. ResourceCompilerContext are in Engine
Add transient filesystem
Add Texture.IsError
Compile embedded textures to transient folder
Add ShaderGraph.IsSubgraph and add "Shader Sub-Graph" to the New Asset menu
Shader Sub-Graphs are now saved with the `.shdrfunc` file extension despite being the same asset (just so it can be registered with a different icon and filtered against in the Asset Browser to reduce user confusion)
Give .shader, .shdrgrph, and .shdrfunc assets different colours in the Asset Browser
Don't include BlendMode, ShadingModel or Domain in Subgraphs
Don't include "Material" ShaderNode in the Create Node/Palette menus of Subgraphs. Ensure proper extensions are used when opening the respective file types.
Add PlugInfo and make BaseNode.Inputs and BaseNode.Ouputs virtual.
Added FunctionResult ShaderNode, can only be created in Subgraphs and is created as the default node in newly created Subgraphs
Fix Shader Graph wanting to save/load as sub-graphs
Make sure [Title] attributes are still respected with PlugInfo
FunctionResult can now have a variable amount of inputs of varying types defined by a Dictionary. These are to be used as the outputs of the eventual sub-graph node
Use shader-specific types for FunctionResult Inputs
https://files.facepunch.com/CarsonKompon/2025/January/16_16-02-HumiliatingMorayeel.png
Rename "Inputs" -> "Outputs" on FunctionResult since that's technically more accurate
Instantly update the Result node when Outputs are modified
https://files.facepunch.com/CarsonKompon/2025/January/16_16-18-WarmIncatern.mp4
FunctionResult node will produce Errors preventing compilation
https://files.facepunch.com/CarsonKompon/2025/January/16_16-48-VictoriousBrownbutterfly.png
Fix NRE when attempting to save with unresolved errors
Guarantee IsSubgraph is set properly from the ShaderGraph window
Only Update FunctionResult.Inputs when necessary instead of when accessed.
Add PlugInfo.GetInput() and serialize PlugInfo.Name as the property name instead of display name
Fixed NRE when FunctionResult name is left null
Subgraphs no longer attempt to generate a .shader file, and will run error checks in the graph on Save
FunctionResult Inputs now maintain connections upon being regenerated
FunctionResult node generates inputs before creating connections to ensure connections are always deserialized correctly
PlugInfo correctly uses property name if no [Title] attribute
Refactor Result node into an abstract BaseResult class which Result and now FunctionResult can both inherit
You can now specify the preview type for certain Output variables on a Subgraph so changes can be reflected in the Preview window.
https://files.facepunch.com/CarsonKompon/2025/January/21_12-51-DifferentAmericanbulldog.mp4
Can change Preview Blend Mode/Shading Model/Domain in Subgraphs
Implemented all other preview types for FunctionResult
Fix GraphCompiler failing when using Unlit in Subgraphs
Subgraphs have Title, Description, Category, Icon and Add To Node Library properties. To be used for the created node
Added SubgraphNode which references a .shdrfunc. Results in graph errors if the references graph cannot be found or the references graph has errors
Dragging a .shdrfunc asset into a ShaderGraph will create a Subgraph Node referencing the dragged asset
Fix error when deserializing SubgraphNodes
SubgraphNode now uses the Title, Description, and Icon from the referenced Subgraph
SubgraphNode now generates inputs from any Parameter nodes in the subgraph, with default names for any without.
SubgraphNodes now generate output plugs from the FunctionResult node in the references Subgraph
https://files.facepunch.com/CarsonKompon/2025/January/21_16-23-CoordinatedEastsiberianlaika.png
Subgraph "Add To Node Library" adds the subgraph to the Create Node menu so they can be easily accessed.
https://files.facepunch.com/CarsonKompon/2025/January/21_16-51-HardVampirebat.mp4
Double Clicking a Subgraph Node instantly opens the Subgraph
Implemented the file history forward and back buttons when navigating through multiple ShaderGraphs in the same window
https://files.facepunch.com/CarsonKompon/2025/January/21_18-29-MidnightblueSandbarshark.mp4
Add [Hide] to TextureCoord.Title override
Minor MainWindow refactor so .shdrgrph files arent recognized as Sub-Graphs mistakenly
Prompt to save current graph (if dirty) when pressing the Forward/Back/Home buttons
Created ITextureParameterNode and started custom inpsector editor for when texture samplers are present
Add TextureBuilder.WithMips() - auto mip count
Bitmap.ToTexture supports mipmaps
ResourceCompiler.Compile is async (but we have to run it syncronously)
Fix nested prefab edge cases
Fix edge case when prefab with a variable referencing the prefab root was cloned
Added net_fakepacketloss ConVar for testing (0-100%). Fixed an issue where if a delta snapshot was received before an object was created on the client-side, it would remember the state wrongly. Fixed an issue with Network Refresh messages where, if arriving late, could overwrite Sync Vars with the wrong values
Packet loss test command - send invalid snapshot ids back in ack, dont process them
Add Bitmap.ToFormat( ImageFormat format )
Removed unused from InputContext
Prompt to save current graph (if dirty) when pressing the Forward/Back/Home buttons
Fixed Cloud Browser @installed tag not being filterable by query
Add [Hide] to TextureCoord.Title override
Minor MainWindow refactor so .shdrgrph files arent recognized as Sub-Graphs mistakenly
Add Texture.GetBitmap
Simple texture compiling from managed
FloatControlWidget keeps the drag delta intact, fixes janky drag on int controls
Add Texture.LoadAsync using AsyncResourceLoader
Add TexturePicker
Add PickerOptions.InitialSearchText, populate from native params
TexturePicker uses InitialSearchText so it starts filtered to _normal/_ao/etc where that's handy
When dragging multiple GameObjects onto a ListControlWidget of Components, get the first component from each GameObject similarly to if we were to drag them each individually.
Move file
Match old (incorrect) GameObject enabled state handling during cloning, some games rely on that
Improvements to how delta snapshots are stored. Make sure we apply all snapshots so long as the last processed value for an entry has an older snapshot id.
Match old clone behavior and clone properties in alphabetical order, some games rely on that 💀
Add clone tests to master
Add more ResourceCompiler functionality
Managed can override compiling of any resource
Don't try to use shaderFloat16 either since this is only avaliable on gtx1660+
don't require everyone to have a raytracing capable gpu (:
Use descriptor set for vertex cache so that it doesn't need to be set with an attribute (which would be set too early if resize is needed)
Wrap IResourceCompilerContext
Find "$compiler" in resource json and launch compiler
Resize vertex cache buffer when out of space
Use remaining bytes in extra shader data to hold base vertex cache offset, add another vertex id lookup buffer relative to meshes vertex buffer size offsets - this allows correct indexing into cached vertices while remaining backwards compatible
Compile shaders