17,173 Commits over 1,308 Days - 0.55cph!
Clothing Texture Variations + Makeup
Merge branch 'master' of sbox
projected decals: small compile fix for shader
Fix r_stereo_multiview_instancing affecting non stereo rendering
Don't bother with multiview instancing unless we explicitely want it, previous behaviour was to always ignore it even when we wanted it, fixes decals and other stuff in VR
Local packages untangled from remote packages
Local packages now end in #local and are completely separate from remote packages. This means you don't have to disable your game project to test the published version. It also means your launch configs are now broken. To fix just go in the config for each one and set them back up.
I've updated the Game list page to razor so we could have the local game tab.
Get rid of anaglyph and parallel stereo rendering modes
r_stereo_multiview_instancing: default 1, same as VR
Add Debug menu options for stereo rendering to the editor ( easy way to see if your game renders properly in VR )
When runtime mounting a runtime addon, wait for it to compile before returning
Release shader for projected decals
Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo
Fix client assemblies not getting swapped before entity deltas
Dot product with geometric normals to avoid double occlusion on AO, fixes most artifacts
Remove edge artifacting with ambient shadows
https://i.imgur.com/GV8SXq3.png
Misc tweaks and fixes, set default AO distance to 40, better self occlusion filter
Local packages all end in #local, don't stomp remote packages
Mount local map, local gamemode when starting
projected decal shader: adjust the instance id under multiview instancing so it actually appears in the right eye - decal space position still seems off though
Update shaders with adjustments for tiled rendering
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Switch tab when adding new session
Allow sessions to be closed
Outfit Reskins Variations + LODs
vr: make debugoverlay work on right-eye again, don't constantly change render target to swapchain
vr: debugoverlay behaves properly for multiview instancing now too
Greatly increase depth precision for world, fix decals in VR, don't do viewmodel offsetting at all on VR
Fix Undefined Behaviour In Tiled Rendering
System.Net.WebSockets for tool addons
Load System.Security.Cryptography.Algorithms.dll, System.Security.Cryptography.Primitives.dll - and whitelist System.Security.Cryptography
Only skip duplicate variable descs that are disabled (no idea why there are duplicates in the first place)
Recreate new unsaved materials when features change
Don't update material variables through events
Properly fix codegen removing all namespaces
Fixed codegen removing all namespaces in generated files
This is primarily for property initializers
Allow Material.Create to set feature states
Fix compiler not finding runtime game dll when compiling runtime addon
Can get TypeDescription by fullname (namespace.typename)
Runtime addons can define their primary class
Create new tab for new sessions
Get active session from current tab page
Change preview material on session change
Update Water and VoxelChunk to use tags
Refactor DamageInfo to use tags instead of flags
- Obsolete DamageFlags, DamageInfo.Flags, DamageInfo.WithFlag, DamageInfo.Explosion
- Add DamageInfo.FromExplosion, DamageInfo.WithTag, DamageInfo.HasTag
- Replaced all obsolete flag usage with new tag usage
hammer: fix entities not loading from remote packages, this was accidentally reliant on tools.refresh event & now it makes more sense
Automatically rebuild the project page on hotload
Disable debug spam
Package.MountAsync can load the addon assembly too
Assert when a nullptr is passed to CCompositeParentSpaceState::CopyBoneTransformWeights - we need to figure out why it's happening, and if it is valid then we need a dozen nullptr checks on m_pInterpolatedBoneTransformWeights
Crash fix / assert in CCompositeParentSpaceState::operator== where m_pInterpolatedBoneTransformWeights could be nullptr
hammer: fix crash when undoing changes to path nodes
Update tooltip text if tooltip text changes while visible
Don't let game code use ConsoleSystem.GetValue or SetValue to access engine convars
Create correct property widgets for variables
Custom tab widget to tab multiple sessions
Try to grab feature state from material
Move material editing to a session class so we can have multiple sessions going at once
Don't add duplicate variable desc to kv3, don't know why these are showing up, probably because I'm not recompiling material on feature change
Bind CompileAndReplaceResource and DiscardInMemoryReplacement
Discard in memory replacement on session close
Start binding VolumeCuller for ScenePortal
Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png
Whitelist TextWriter and StringWriter
StringWriter only writes to memory. I'm leaving StreamWriter forbidden for now.
Unify all aoproxy code so it's not a mess all around, makes it easier to add new shape types, add stubs for cylinder aoproxies
Implement capsule shape on reflections too
https://i.imgur.com/ZEf0dxa.png
Send proxy mesh info as proper capsules rather than ellipsoids (which has always been silly), unify debug overlay code for them
implement capsules in shader, encode directionality https://i.imgur.com/RMaTU6Q.png
define _SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS todo: look at whether we should update protobuf
ProjectDownloader also displays errors for packages
Some Widget.Layout docs
More gracefully handle missing git when downloading games from asset.party
Display a warning when trying to download a game to non empty folder
Fixed selecting multiple games in ProjectDownloader causing weird automatic path