17,188 Commits over 1,308 Days - 0.55cph!
Menu bar shortcuts
Dirty session when performing undo or redo
Status text for undo redo options
Title graph view to asset name
Write graph file before registering it
Don't open graph that is already open
Clear undo stack on new or open graph
Mark session as dirty when an undo op is pushed so title can be changed to show as edited
Don't perform undo redo if there's a pending redo
Undo ops for create/drop/change connection
Grid snap newly created nodes
Undo redo system
Add undo redo shortcuts
Add preview dock
Add skybox and cubemap to preview
Add background to graph view
Delete selected nodes on delete key
Remove connections of deleted nodes
Delete selected connections too
Reload materials on shader resource reload
Refresh server list widget automatically
Navbar cleanup
Clean main menu styles
Ingame console doesn't use templates anymore
GameSetting use razor
Menu back to horizontal
Servers Widget
Games widget
Don't lowercase texture path when loading (because http can be case sensitive!)
Hotload textures in the menu properly
Add MenuUtlity.OpenFolder
NewsWidget
Style tweaks
Event widget
Navbar cleanup
If switches are defined in command line, respect them when creating a ConVar
Make node editor graph an interface
Add shader graph game resource
Keep node position up to date with node ui
Hook up shader graph saving
Don't open save dialog if we have an asset to save to
Hook up shader graph open
put graph nodes in dictionary, can't save nodes to game resources yet anyway so fuck it
Add compiler ref System.Memory for tool addons
Add simple asset type for shader graph
Don't use game resource for shader graph, serialize json from graph asset instead
Deserialize graph
Ingame console doesn't use templates anymore
GameSetting use razor
Menu back to horizontal
Servers Widget
Games widget
Don't lowercase texture path when loading (because http can be case sensitive!)
Hotload textures in the menu properly
Add MenuUtlity.OpenFolder
NewsWidget
Style tweaks
Event widget
Navbar cleanup
ClothingContainer.DressEntity disable trace and queries on clothing entities
Disable water reflections until Water rework, it's look slowly degraded over time to a point where it's looking worse than if on and taking too much frametime. We'll do it better.
Cleanup, remove rest of old mixed shadows heuristics that is unused now
Extract importance calculation to CalculateMixedLightImportance, finish it
Recode all mixed light selection heuristics 🍷
Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget
Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup
Let directional AO have falloff that better approximates to inverse square law
Use 8k shadow atlas by default so that we downsample less often, reenable not casting shadows on point lights, needs more thought
Have adaptive resolution for mixed shadows
UI Blur with mip chain
Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips
Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S
Generate mips after resolving framebuffer
Add blurred downsample shader
Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿
Single pass downsample
Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels
Solve race condition on shader, do both axis sequentially
Deprecate GenerateMipMaps
Move mips generation stuff to Texture.Utils
Cleanup
Let's not break the API, don't use UAV if we don't expect to use Mips
Move GenerateMips back to Graphics since we're in a render block
Move MSAA methods to use MultisampleAmount enum reducing clutter, add summary of DownsampleMethods
Merge pull request #699 from Facepunch/fast-blurs-2
Fast Blurs
Move MSAA methods to use MultisampleAmount enum reducing clutter, add summary of DownsampleMethods
Revert "Merge pull request #708 from Facepunch/complex-parallax"
This reverts commit 1b03287d33734ebf700e0da2bde65e18fa70c84d, reversing
changes made to 2cea20324dd76565c24de4a769a2b552f24c4fca.
Add Parallax Occlusion to complex
Grabbed from #665
Add Sys( ALL ) for the time being
Compiled shader
Merge pull request #708 from Facepunch/complex-parallax
Add parallax occlusion to complex
Split texture & attribute inputs from the pixel include.
Not every material should be forced to use Color, Normal, Roughness etc. Now there's the option of including just the APIs and not being forced to use specific attributes, features or textures
Get rid of sbox_pixel.fxc, trim & move to public
Do the same for sbox_lighting, move to public
Get rid of the last of our internal sbox_ includes
Fix node graph connections
Make sure symlink reload queue actually gets cleared, accidentally returned ref instead of ptr
Reload symlinked resident resources after loading runtime packages too
Fix double alloc on GraphicsLine
New Hair - Mutton Chops
https://files.facepunch.com/daniel/1b0511b1/sbox-dev_a12d0ndH7o.jpg
Adding colour variations asap
Have adaptive resolution for mixed shadows
Use 8k shadow atlas by default so that we downsample less often, reenable not casting shadows on point lights, needs more thought
Let directional AO have falloff that better approximates to inverse square law
UI Blur with mip chain
Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips
Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S
Generate mips after resolving framebuffer
Add blurred downsample shader
Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿
Single pass downsample
Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels
Solve race condition on shader, do both axis sequentially
Deprecate GenerateMipMaps
Move mips generation stuff to Texture.Utils
Cleanup
Let's not break the API, don't use UAV if we don't expect to use Mips
Move GenerateMips back to Graphics since we're in a render block
Fix Material ResourceId not being set so it networks properly
Never try to precache procedural models
Fix bad race on procedural models invoking OnModelLoaded without being properly set to procedural yet
Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup
Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget
Fix exception when splashscreen manually closed
Fix exception in DragData.Url
Fix LaunchConfig construct exception
Fix exception in ConsoleOutput.OpenAnchor
Fix exception in Hammer.PostLoadMap
Fix exception in AssetPreview.GetAssetThumb
Attempt to fix CloudAssetDirectory share access exception
Attempt to fix exceptions in AssetFolderNode.UpdateCount
Fix possible exceptions in FileWatch.Tick
Wrap ClientSpawn so downstream exceptions can't cause too many problems
Exception wrap CreateEntityFromEngine better
Make unhandled RPC a warning
Change how ModelEntity.PhysicsBody is returned to avoid null pointer exceptions
Handle file in use exceptions in NetworkAssetList.AddFiles
Disconnect clients if they're requesting net files that don't exist/are deleted
Add string.ToLong
Add Parallax Occlusion to complex
Grabbed from #665
Add Sys( ALL ) for the time being
Replace Build only complex with something more generic, didn't know we could do this!
Kill spritecard only action, add complex only action
Kill spritecard only action, add complex only action
Add Sys( ALL ) for the time being
Move shader includes into folders instead of long names in 1 folder
Start implementation of common helper functions people need for shaders
- RemapDepthToViewport
- DepthToApproximateWorldUnits
- DepthToRealDepthWorldUnits
- ReconstructPositionFromDepth