20,904 Commits over 1,522 Days - 0.57cph!
Updated Balaclava + LODs for existing assets
Render VR separately
Rename RenderWithViewport to RenderStereoAndSubmit, clean up SceneCamera stereo rendering code
Set VR controller type (Input.VR.Type)
Remove some CSS logs I forgot about (sorry)
Would be good if I actually clamped this value
Experiment moving log counts to status bar
Add SceneCamera.EnableDirectLighting, SceneCamera.EnableIndirectLighting
Unobsolete SceneCamera.AmbientLightColor - is added to World.AmbientLightColor
PhysicsGroupDescription parts expose the of each Surface sub-part
Don't call resource changed callback if interop isn't loaded
Move resourcesystem into engine
Call Sandbox::Resource::OnResourceReloaded when a resource is reloaded
Remove old "model reloaded" callback (was called from client/server)
Model clears physics, bone and data cache on resource reload (fixes sbox-scenestaging/issues/34)
Lights don't accept PixelInput - explicitly pass positions / lightmap uvs
Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever
Update bounds of bone merged models (fixes sbox-scenestaging/issues/32)
Citizen/animgraph: re-added 2X walks to the 2D blendspace, made them use new fast walks where currently applicable, and renamed "Walk_[direction]_2X" to "Walk2X_[direction]" for consistency
Add *#local.json to .gitignore so that local keyboard preferences don't get committed
Fix menu sometimes wanting mouse when in game in editor (fixes sbox-scenestaging/issues/31)
Strip multiview instancing / instancing scalars from engine
Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders
Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS
Update system.fxc
Pass envmap data to GPU
Fixups for cubemaps on shader, add test for ambient light IBL support
https://files.facepunch.com/sam/1b1311b1/ibl.png
Shadow filtering and dummy ambient lighting
Calculate spot light resolution proportionally based on light cone and do a LOD system for light shadows based on distance, both are meant to be perceptual
https://files.facepunch.com/sam/1b1211b1/sbox_rl2LTOMdY4.mp4
CSM Adjustments
Backport directional CSM code to unified BuildShadowFrustraForDirectionalLight in lightdesc
Add setItemEnabled to NativeEngine.QComboBox
Add enabled parameter to ComboBox.AddItem
Show all code editors, even if they're not installed, but disable the button
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window
https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png
StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png
Kill StatusBarLog after some time, based on LogEvent level
Give StackTraceProperty a MinimumWidth so it pops out at a readable size
Clear current stack trace entry when clearing the console
On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics
Progress on supporting showing 'simple' stacks for diagnostics
ConsoleEntry refactor, can read simple stack of diagnostic messages now
Refactor
More cleanup
Sort diagnostics by severity / project, so errors are output last on compile
Clear status bar on compile, remove test button
Delete Error List
Move some code back to Engine, raise console dock when clicking status bar log
Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon)
StackTraceProperty row clicks can use CodeEditor again
Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon)
StackTraceProperty row clicks can use CodeEditor again
Support for cascaded shadow maps on new unified multi-frusta system, needs to backport old code
Strip multiview instancing / instancing scalars from engine
Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders
Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS
Update system.fxc
Refactor some Graphics files, remove long obsolete methods
Move some code back to Engine, raise console dock when clicking status bar log
Clear status bar on compile, remove test button
Sort diagnostics by severity / project, so errors are output last on compile
ConsoleEntry refactor, can read simple stack of diagnostic messages now
On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics
Progress on supporting showing 'simple' stacks for diagnostics
Add VrMonitor attribute to cubemap rendering, should stop AO proxies from showing up
Add PhysicsWorld debug drawing methods for scenestaging
Can multiply colors together
Enum control closes when you select an option
Clear current stack trace entry when clearing the console
Give StackTraceProperty a MinimumWidth so it pops out at a readable size
Kill StatusBarLog after some time, based on LogEvent level
Fixed TypeSerializedObject ordering so calls to OnPropertyChanged will have the new value
Include sheet_sampling.fxc
ResourceLibrary.Resolve assumes GameMenu if none is set. This might break some stuff, if it does we need to context wrap those calls.
Fixes this stuff when editing in Scene system, no logical place to wrap.. https://files.facepunch.com/garry/3a7bb7e9-3040-4937-8d02-e7e73f6b4efb.png
StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window
https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png
Allow creating empty mesh vertex buffer, cache off layout and type so it can be created on resize later
TypeSerializedObject updates its properties when it detects a change
Cleanup, NRE fixes
Implement GroupName in TypeSerializedObject
Add GroupAttribuite, ToggleGroupAttribuite
Add ability to add sub-layouts to control sheet
Fix FindIntEditInfo returning junk if not set
Tag texture sheets and animated sheets, so we can filter them in the asset browser
Rebuild a bunch of textures to get the new ints in them
Start access to sequence info, ready for someone else who isn't me to finish