22,466 Commits over 1,614 Days - 0.58cph!
Delete left over worldrenderer vpc
Remove more references to dota global light
Remove anything in ENABLE_LOD, keep the baked lod builder around though in case we want to try rendering it in the future
Make fog volumes part of the scenesystem, change our API to a SceneFogVolume class belonging to SceneWorlds
Fix cubemap ggx mipgen crashing on AMD, caused by sbox/commit/4df698bcf80ca9346240fdb473ca74fe45df2371
Force flush source cubemap before generating mips on dx11, same amd bug we had before
Don't make dest cubemap array texture a render target, unnecessary
Navmesh connections in c#
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence)
Remove env_cubemap_box from fgd
Network tables for env_cubemap_box
Create SceneCubemap from entity properties
Add indoor_outdoor_level (priority)
Start feeding NavArea to managed
Delete volumetric fog gamesystem, game entities and fgd entries
C# entity definitions for volumetric fog controller & volumes
Everything got to be networked in this shit way
First pass getting all of volumetric fog creation in C#
Remove halo gizmo from light ents
Ensure screenshot folder exists when recording video
Moved tiled rendering buffers to lightbinner, where it should belong
Remove members that have long been deprecated, start adding support for structured buffer lights
Move all cbuffer stuff to legacy, standard will only have structured buffer path
Start implementing structured buffer lights data structure
generation stub
Save/Load
Rename to NavigationMesh to avoid conflict
Draw the navmesh using Gizmo.Draw
navlib in engine2
Mixed mode navmesh base
Stop hunk detected showing all the time
Editor folders (#1265)
- A folder named Editor in your game project's code folder will become an Editor project
- Editor projects can access both the editor and the game addon
- Editor projects are not sandboxed
- These access the GameMenu instance - not client or server
- To avoid conflicts, some editor apis changed.
- - Cookies => EditorCookies
- - TypeLibrary => EditorTypeLibrary
- - Event=> EditorEvent
Use GameMenu Resource library if inside Tools context
Lets make this all easier on everyone by allowing only one Editor folder
Don't bother loading menu addon into tools
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Switch TypeLibrary to EditorTypeLibrary
Init Sandbox.Client last so it gets all appropriate the callbacks
SceneCamera viewports (#1253)
Tool projects can access Sandbox.Game, shuffled editor namespaces to avoid conflicts
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Publishing a package ignores Editor folders properly
Load the editor.dll in tools
Load Sandbox.Tools in same context as Sandbox.GameMenu
PackageLoader can have a parent
GameMenu's PackageLoader has Tools as its parent
Fix NativeRenderWidget camera not scaling camera size for DPI
Sandbox.Tools references Sandbox.GameMenu, Sandbox.Game
Tweak how assemblies are registered in TypeLibrary, so we can pass assemblies from other contexts
Namespace clarification
Slight adjustments to the boxing headgear textures
Add raytracing pipeline support to rendersystemvulkan & vfx_vulkan
* Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num )
* rendersystemvulkan: support raytracing pipelines
* vfx / vfx_vulkan: support compiling rtx shader blocks targeting vulkan 1.2
* CRayTraceSceneWorld without lights for now
Hammer uses managed DockManager
Makes the docking more flexible like our main game frame and lets editor projects add docks to Hammer like `[Dock( "Hammer", "Asset Browser", "snippet_folder" )]` and lets us start replacing native widgets with our own managed widgets easily.
QHammerMainWnd is a managed DockWindow, start moving Hammer dock widgets over to DockManager
Everything in hammer is added through managed DockManager
Asset browser doesn't need to be made from native, use [Dock]
DockManager manages View toolbars menu, delete all native for it
Dock widgets dont need to be QDockWidget anymore
Use StateCookie to save Hammer layout, add a default layout
Mdi area is fine, but lets give it a proper name
ToggleFullscreenLayout
If GameMenu fails to load, return to the main menu
UpdateEditorCompiler
Don't try to load editor assemblies, cuz that won't work
Restore the mixgraph we used to have, fuck knows if it's correct though https://files.facepunch.com/layla/1b1511b1/sbox_0131.mp4
New Outfit Piece! - Boxing Headgear
https://files.facepunch.com/daniel/1b1511b1/HEADGEAR_02.png
Another piece to add to the boxing outfit combo. LODs coming asap!
New steamaudio impl
Hook it all up to soundsystem again
Add settings to gameinfo
Extra Vis Hint Options + Fixed boxes on Vis Hint & Info Cull
Move textblock code into Sandbox.UI, compile with /unsafe
Forward various types to Sandbox.Game
Generate csproj for editor folder
Fixed numerous prefabs and tilesets + a few new tilesets
Game compiling ignores editor folders
Added methods for reading / writing from raw byte buffer to net message
Project generation supports excluding folders
Move from Sandbox.Game into Sandbox.UI: anim, data, input, panel, parser, razor, render, styles, util, yoga wrapper