22,418 Commits over 1,614 Days - 0.58cph!
Add InitFromMesh to modeldoc utils - tries to automatically build document from mesh file
SessionImportFromModel uses InitFromMesh
Prevent multiple OnEnable and OnDisable calls for people doing nonsensical things like reenabling parent gameobject in component OnEnable
New Outfit! - Space Suit
https://files.facepunch.com/daniel/1b2711b1/Photoshop_ImaSTMln2y.png
LODs and small skinning adjustments coming ASAP.
Docs, GameControllerExtensions to internal
Why the fuck are you there
CVfxStackMachineBuilder::FindConstant case insensitive
Make sure to set the size of svg glyphs
Keep current glyph API intact, add new version to control outline
Change InputMotionData to reflect new API
Remove my #ifdef V_COMPILER_MSVC usage
SCSS: Don't apply animation styles before/after if fill mode is none
sbox-issues/issues/5273
Make Controller internal + sealed
Move GameController ctor to implementation
Remove FindControllers, does nothing, was a test for me
Native cleanup, add safety, fixed controller disconnect crashing game
Forgot to get rid of this method 🤦
Remove controller binding panel (not used)
This should be engine internal, expose with EditorUtility
Remove debug line
Regenerate project solution when compiler settings are changed - fixes Facepunch/sbox-issues#4801
Update spirv-reflect
Fix spirv-reflect bug with output_vertices being stomped
Validate geometry shaders [maxvertexcount] to not exceed limits - fixes Facepunch/sbox-issues#4738
ModelBuilder.WithLodDistance specifies the lod level the distance is for
Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings
Add PhysicsShape.Sphere and PhysicsShape.Capsule to get properties for these shape types
Cubemapper tests
Remove all ggx code for now & just copy directly to cubemap array
TextureCube with mipmaps and arrays and mipmaps
Move texture logic from cubemapper to c#
Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU
Handle all array index stuff in cubemapper
Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV
Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders
Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler
GGX filtering
Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples
Assert isn't valid anymore in ComputeImageViews since we can pass a cube array
Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster
https://i.imgur.com/b61mX1Y.png
Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV
Remove unsued, clean up
Dynamic cubemap component settings
Remove the old BuildCubeMaps
Add WidgetUtil.CreateSwapChain
NativeRenderingWidget renders in regular render path
Fix RenderDeviceInfo_t wrong size
Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers)
CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling?
If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness
Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization
Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 )
Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering
Use high quality GGX filtering if baking cubemap as OnEnabled
Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray
Don't fetch render attributes from context, that's composited over, fixes a crash
Assert when UAV Index is invalid
Mesh Editor: Add button to select all faces
Add PhysicsShape.Triangulate
MeshComponent sets scene object tags when they change
Input will tick before layout is computed on a newly created panel, so check null. Fixes Facepunch/sbox-issues#5268
SCSS: Implement rem and em
https://files.facepunch.com/alexguthrie/1b2611b1/sbox-dev_f5t9eFrLSk.png
Remove dupe convars_save
Api.GetAsync throws if status code not OK
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
Add IEnumerable<Type>.GetCommonBaseType()
CanEdit.CreateEditorFor( Array ) uses the most common base type. Fixes Facepunch/sbox-issues#5233
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Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
FindRenderStateInfo case insensitive
Support pascal case filter enums
Fix NRE when running Game.Close in the editor
Toggle play when running Game.Close in the editor
Set InputState.Ignore if game isn't being played
CMaterialSystem2::GetVfxPlatformType default to SPIRV
Remove HLSL/GLSL compatibility funcs
Delete unused Gather4Red macros
Use normal precise keyword
Piss off Dx9Sampler
What the fuck is SV_ScreenPosition, delete pre SM 4.0 semantics
Unused tessellation macros
vr_cubemap_fog include common_samplers
Fuck these Front/BackFace macros
Useless redefines
vfx_vulkan: actually fail if any of this validation fails, add another validation check for binding ids
vfx_vulkan: improve error feedback
Remove domain/hull shaders (they weren't working, Valve already deleted them, compute better)
vfx_vulkan: never disable optimizations, this was fucking spirv-reflect and the compile time difference is minuscule
Don't have a different fastMode shader compile, it doesn't do anything now
Matching register offset check in AddSamplerStateVariableToCommandBuffer, same as SetSamplerStateValueFromVariable (prevent oob write)
Bind some default shader resources to prevent crashes, this stuff shouldn't be hit normally so warn/assert it's likely solved by a shader recompile otherwise yell at me
Add BodyGroups and MaterialGroups in Prop Component
If collision source can't get game object from collider, try to get it from body
Add collision events to ModelPhysics
Mesh Editor: Add snap to vertex
Mesh Editor: Add edit logs to face operations
Mesh Editor: Clear selection on tool disable
Mesh Editor: Add new faces to selection on DetachFaces
Mesh Editor: Add snap edge to edge https://files.facepunch.com/layla/1b2311b1/sbox-dev_47gpBlC2me-00.00.00.000-00.00.21.192.mp4
Don't switch to object tool after creating block
Block tool saves last material used
Add PrimitiveBuilder.Material
Mesh tool selection and block tool are inspector widgets like they should have been in the first place
Clean up mesh control widget
CreateModelFromPolygonMesh add mesh collision automatically
Add modeldoc PhysicsMeshFromRender