17,499 Commits over 1,338 Days - 0.54cph!
Render state overriding
MappingDimensions source
Remove S_TRANSFORM_CONSTANT_BUFFER, unused
FeatureExists
Parallax Occlusion for complex
Remove sbox_shared and sbox_vertex
Re-organize user shader includes. Add helper functions. Misc API changes to shading model
Blendable tri-plannar mapping
Update & Cleanup all our shaders
Remove Sys( SYSTEM )
Remove sbox_lighting & sbox_pixel
Added failing test for hotloading constructed generic MethodInfos
Fixed hotloading generic MethodInfos
Added extra test for MethodInfos with generic declaring types
Added more delegate hotloading tests, one failing
Fixed hotload case with lambdas in generic declaring type
Fixes #759
Oops, Refresh was renamed RefreshData sometime today
Request lobby data of advertised lobbies in chat so they stop appearing untilted
Don't mount local map projects when running the packaged version
Events Widget displays all events, can click through them https://files.facepunch.com/devultj/1b3011b1/sbox_hkJZYAZrYP.mp4
Quick doc pass
Test some additional uris, fix equal uris not being permitted
Quick play around to see if a static API for HTTP is good
Add some methods for easily handling JSON requests
Move access checks over
Add optional params for headers and cancelaition tokens
Obsolete Sandbox.Internal.Http
Update WebSocket header handling
Move Http into Sandbox.Game to align with the public WebSocket class
Tests fix
More tests
Access list changes to allow HttpResponseMessage and HttpContent classes
Have to specify what http uris you want to use in project settings, menu ignores this
Citizen/animgraph: some readability clean-up (node names, comments...)
Fixed particles not going to sleep properly
Now happens after the 10 second delay of not rendering like expected
Setting a control point on a particle system wakes it up
Fixes rain particles not returning after staying outside a precipitation volume for 10+ seconds.
Do not error when precipitation volume entity is given empty particle paths
Stop looping sounds on destruction of the sound entities
snd_event_alignedbox and snd_event_point specifically
Redo TAA using luminance as confidence
Do the inverse, accumulate samples from noisy areas
Remove OpenGL only IVfx::GetDriverInfo()
Remove few remaining referenecs to vfx_dx9 and vfx_gl
Remove GLSL and HLSL3 from the HLSL annotation parser
Delete vfx_gl vfx_dx9 files
Don't need per vfx generated antlr code or intermediate dirs
vfx cleanup, get rid of vmpi from vfxc and other shit
Restore coreclr AMSI patch with new hostfxr init
Social: Fixed newest chat overlay message showing the wrong message, or no data at all
Support tags in scene world tracing
When joining from a gamelobby invite, navigate to /lobby/front
Add SceneCamera.GetRay
Better selection highlighting
Allow AnimatedEntity in prefabs
Parent bone support https://files.facepunch.com/garry/21267638-261b-411f-a614-7e33d9edeb6b.jpg
Fixed incorrect arguments for gamelobby.invite
Prioritize game lobby invitation if it exists, listen to gamelobby.invite event and show menu overlay
Fix party lobby invites failing because lobby metadata doesn't initially exist for private lobbies. Fetch, add to queue and process invite on SteamMatchmaking_OnLobbyDataChanged
Add DockManager.Clear() - to clear and reset to default values
Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor
Update cached resource value when saving to disk/memory
Add Namespace, FullName to TypeDescription
ComboBox correctly changes the CurrentIndex when changing CurrentText
Made DockWindow.CreateDynamicViewMenu public
Make PropertySheet.AddProperty public
Fix crash in ToolWindowManager.Clear
Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources
This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added
EntityPrefab GameResource
EntityPrefab tool addon
Mark Model as a EntityPrefab.Property
Can define csproj name in project settings
Don't save package in addons..js
Add EntityPrefabEditor not as an addon
Re-organize addon
Model preview, entity positions
Set local positions when spawning
Add BBox.AddBBox
Zoom out to focus on all of the sceneobjects
Fix backwards compatibilty
Support Entity Tags
Added SceneObject Model setter
Transform.ToWorld & ToLocal use Scale, added tests
Transform.ToWorld/ToLocal takes scale into account when transforming position
Indicate save status
Entity copy/paste
Fix wrong name in def file
Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic
Fix entity guids not serializing
Debounce the change function
Add Entity.Prefab, PrefabRoot,, PrefabGuid
Add extensions
Fix regular c++ tools not opening
Fix treeview selection stopping short
Clean up entity node
Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4
Don't create these unless we need them
Only return valid sceneobjects
Keep tree in sync with the scene
Highlight renderer
Add some api comments on tracing
Add TypeDescription.HasAttribute
Classes that can be used as prefabs need to be marked with an attribute
Can add/remove components
Component spawning/updating in game
Can select by clicking in the sceneview
Set up scene object tracing ready to be filtered by tags
Use nethost to locate the dotnet installation
Upload symbols last
Add install script
Make error nicer
Fetch news dynamically on the main menu
Initialize using hostfxr, Interop is c# dominant
poc
Make InteropGen C# initiated
Load all the interops
Delete .net folder
Moved ResolveMapName from netruntime
Remove CoreCLR class, squash to only the required
Update github actions to setup dotnet
More vague with the version
Set directory to root when initializing
Tools + menu interop init cleanup
Remove old interopinit functions
Client initialize cleanup
Server init cleanup
Initialize netcore host explicitly - and not in contentbuilder etc
Slightly refactoring
Make sure dedicated server still runs
Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning
Set directory to root when initializing
Tools + menu interop init cleanup
Remove old interopinit functions
Client initialize cleanup
Server init cleanup
Initialize netcore host explicitly - and not in contentbuilder etc
Slightly refactoring
Make sure dedicated server still runs
More vague with the version
Update github actions to setup dotnet
Moved ResolveMapName from netruntime
Remove CoreCLR class, squash to only the required
Drop HAS_NO_ENTRY_POINT macro
MappingDimensions spelling error
Rename IS_COMPUTE_SHADER
Use DateTimeOffset instead of DateTime, fixed NiceTime returning the wrong plurals
Set up scene object tracing ready to be filtered by tags
Menu: Scheduled Events (#750)
- Added events widget to main menu based on data from https://asset.party
Messy proof of concept for showing scheduled events on the main menu screen, grabbed by the Api
Update ScheduledEvents.Fetch to match new API, sort events by if they're active, then by time
Support case where we don't find an event. Minor code cleanup
Adjust event widget style
Fixed ScheduledEvents not prioritizing active events
Format TimeSpan in a front-facing manner (2 days, 10 minutes etc..)
Docs pass, cleanup
For now, exclude events that have already finished
Moved BaseApiResponse to Api.cs
GetScheduledEvents refactored, is BaseApiResponse
Get rid of "generic" tag from DamageInfo.Generic - it's not really needed and didn't match its summary
Make InteropGen C# initiated
Load all the interops
Delete .net folder
Add Saved Game styling for new lobby
Merge branch 'master' of github.com:Facepunch/sbox
Add cache for lobby member counts - should stop it taking up a bunch of frame time
Really doesn't need a big number of samples when going through mipchain, tweak SDF trace roughness
Fix AddBlitTextureToTargetLayer not clearing if target has different color mode than source
Reenable Mip Chain, correctly generate mipmap chain for depth
Finish denoising and reprojection, only composite pixels that have really high confidence
Cleanup high quality reflections shader
Add AMD SSSR, pixel.raytrace.hlsl
Add some extra constants to PerViewConstantBuffer_t
Iterate on SSR
Iterate on SSR
Iterate on SSR
Use actual depth from projection rather than a depth sample for initial fetch
Cleanup
Allow option for downsampling it all in a single pass
Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap
Do mipped downsample of depth buffer for SSR, cleanup code more
Trace through mipchain
Do last frame copy for SSR
Preliminary accumulation, composition and reprojection
Iterate reconstruction and reprojection
Just changing the view angles doesn't imply in confidence change, offset does
Do reprojection with higher precision, use SDF refletions if confidence is low
Better reconstruction and denoising
Reproject from hit position
Bigger reconstruction radius if confidence sucks, avoid fireflies
Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr
Finish reprojection, cleanup entire code, iterate on denoise
Allow MSAA fetch from AddBlitTextureToTargetLayer
Render Tags (#758)
* Initial commit / backup
* Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one
* remove unused HasTag overload
* Support "world" tag to render only or exclude static objects and hammer geometry
* Typo
* Include/exclude sunlight and other lights according to set tags
* Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
* Let's respect the camera's exclude / render tags in HighlightRenderer
* Add tag checks in DrawSceneObject too
* Remove unused GetTags overload
* Remove unused
* ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
* GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag
* Only ITagSet is a public interface, hide everything else away
* Fix sillyness
* Tags property
Can select by clicking in the sceneview