17,369 Commits over 1,338 Days - 0.54cph!
Documentation pass
Minor code cleanups
Derive AssetBrowserInstance straight from AssetBrowser
Let's call this splitting instead of instancing
Remove duplicate PopulateSettingsMenu
When creating a new asset browser instance, 'split' the existing one
Docks the new instance to the right of the existing one, with the same filter applied
Copy view mode too
Cleanup function names
Forgot to call CopyFrom, whoops
Only show new instance button inside main asset browser
Hammer/SFM don't work well with it (neither use the new docking system)
Run http allow list through the server config string table
Allow WebSocket uri schemes
Tweak reconstruction and normal calculation on ssr, readd edge feathering that was incorrectly left out
Do pingponging by using current frame count, hash using required dimensions rather than viewid since these can be 0
Return the instance we make from AssetBrowserInstance.Create()
Whitelist System.Net.Primitives assembly, and HttpStatusCode type
Editor: add locally stored maps to map package selector https://files.facepunch.com/devultj/1b2511b1/sbox_DmMON8Jt0A.png
Make the Publish Wizard description field multi-line
Manually register analog inputs in existing manifest groups. Fixes trigger/joysticks not working if you're using them for other actions.
plastic_bucket_a fixes & cleanup
Entity.Client - I think this is our desired outcome - with less complication
Suppress buttons properly when interacting with gizmos
https://files.facepunch.com/garry/886588d5-f454-498b-a8eb-c3a076fc5815.mp4
Keep gizmo cursor position legit when game doesn't have mouse focus
Add Editor.Utility.InspectorObject (usable in game addons)
Enable gizmo pressing in game
https://files.facepunch.com/garry/2ee9c2e5-4c48-4b2a-94df-343661c7ed7f.mp4
Refactor our SteamInput layer for input actions - we're no longer using an action set layer since we've eliminated the whole InGame action set. Actions and analog inputs on the same group don't play so well currently, so that's next.
Make asset browser instances dockable
https://files.facepunch.com/alexguthrie/1b2511b1/sbox_dSV3cOCjfU.png
Temp SuppressAllCookies switch on AssetBrowser, should really be saving all state info for instances
Keep track of all asset browser instances, use index as identifier for asset browser instance cookies
Use same highlight/selected functionality as main asset browser
toilet_a & bathtub_a fixes
Corrected axis position & asset scale
Minor texture adjustments
Collision/Optimisation improvements
Fix User-Agent typo so none would ever be set
Let you define Content-Type and stuff through the standard headers field
Fix these typos in the HttpHeaders whitelist, but probably will unwhitelist these
Set UsingController if any of our analog states are not zero length
Squash commit of SSR and Denoiser work
Reimplement Min/Max downsample for new shader
Do alpha denoising for DNSR reprojection pass
Alpha denoising on the other passes
Finish temporal alpha denoising
Track reflection gbuffer history so that denoiser knows when to use mirror reflections
Fix NaN rays on high quality reflections tracing
Test for SSR on water
Add contact hardening for DNSR reflections
https://i.imgur.com/PHaZgQv.png
Test for saving downsampled depth history, might not be necessary, redo convoluted multiple-layers downsample with a simple call to our downsample function call
Iterate SSR, fix reprojection
Enhance contact hardening for radiance history, drift encoded normals a bit so that normals facing down don't get encoded incorrectly, improve temporal stability factor
Some adjustments for contact hardening and compiled shaders
Separate water better and output to reflection gbuffer, reflections don't look great yet but has all boilerplate for water2
Force special case for water cubemap blending for now
More aggressive contact hardening
Compile optimized shaders
Allow increasing sampler per pixel on denoiser, use lower precision gbuffer, fix compositing looking weird
Do edge gap hardening on prefilter pass
Allow for configurable sample count with r_high_quality_reflections_sample_count
Can specify HttpContentHeaders specifically for Content related headers, non-content would still use standard way
Http.CreateJsonContent specifies application/json as default content type
Better scopes
Hover input
https://files.facepunch.com/garry/6b662b66-8ab9-4bc2-84df-372b398e2f35.mp4
Updated standard postprocessing
Separate Gizmo instances for server tick, client tick
Static Http API (#604)
Add Sandbox.Http static REST methods that run off an allow list in your project settings. Obsoletes Sandbox.Internal.Http.
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Co-authored-by: Rohan Singh <rohan-singh@hotmail.com>
Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
Remove unused
Disposed protect World.DeletePendingObjects
SceneCamera.Worlds automatically removes deleted worlds
Gizmo.Instance can be disposed
Swap order of parameters so method is first even though you should be using named optional parameters. Minor documentation fixes.
Rework Inertia and InertiaRotation to use non inverse inertia to give sane values
Modeldoc: Don't scale and mirror offsets for hull and mesh, fixes mirror getting cancelled out
ShaderGraph: Fix inline node editor not updating when deleting connection
Citizen: tweaks to scale_height source poses (they now affect arms a little bit less)
Added Mouse.CursorType setter, my use case here is for interacting with world objects from a game where there's only pointer passthrough.
Only force an assembly reload if dependent package did a full hotload
Fix exception in ContextTools.DetermineContext in fast hotloaded methods
Fixed 'Convert Model to Editable Mesh' with compiled only models
Fixes converting a model to a mesh when the model has no source .vmdl combining all bodygroups into 1 big mess. Now only the selected bodygroups are converted to a mesh.
Fix menu breaking after hotload
WIP force-reload assemblies that depend on a changed package
Allow resolving newer assembly versions
PackageLoader.LoadAssemblyFromPackage cleanup
Re-use our own functions
Post returns HttpResponseMessage
Add "new instance" button to asset browser, AssetBrowserInstance class
Fix System.Collections.Concurrent not being supported
Fix mimic bots not copying player's action inputs
Merge branch 'master' of github.com:Facepunch/sbox
Fixed unloading IsolatedAssemblyContexts during fast hotload
In a fast hotload, DON'T unload outgoing, but DO unload incoming after the fast hotload
UI: Create multiple samplers to reduce artifacting on repeat
Related to sboxgame/issues/issues/3182, decided that making 4 samplers was better than adding another dynamic combo
Make GetKeyWithBinding / GetBindingForButton obsolete as they're useless now
Set output color to adjusted atoc opacity, recompile foliage shader for this
Added context menu event for ProjectRow, similarly to asset.contextmenu and folder.contextmenu events.
See example on sboxgame/issues/issues/3175
beer bottle - new glass shader material tweaks
Merge branch 'master' of sbox