20,222 Commits over 1,522 Days - 0.55cph!
New Hair + update of the hair .clothing icons
Some adjustments to the hair color textures, fixes to the black and blonde hair colors, look a lot more believable.
Change how cookie expiration works
Getting a cookie now refreshes its expiration date. This fixes cases where cookie would be deleted after not being set for a while, even when it is being used, such as game configurations in tools.
Expired cookies no longer get deleted on game start up. They now have a 24 hour delay after expiring and being deleted, during which using/setting them resets expiry date. This is meant to fix cases where you'd essentially lose all data after not launching the game in over 30 days.
This should fix an issue where switching pawns could sometimes break inputs
Add Draw.LineBBox
Fix transform not cascading
Code cleanup
Graphics.Draw will render in chunks of larger than dynamic vertex buffer size
Add Draw.LineSphere
Line rendering https://files.facepunch.com/garry/4db936f7-ebb1-4297-adaf-a2e06e85c0a1.mp4
Remove generate_decal_normals
If we didn't find error shader don't bother trying to find a fallback you wouldn't get, just remove the layer, allows us to compile shaders from scratch with everything removed
Add Scene.Draw
Bind CFrustum
Add SceneCamera.ToScreen( world )
Add Scene.Draw.Text
Switch to global static
Cleaning, pooling
Add Scene.DrawParticles
hlsl_parser: strip D3D9 const defs
hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers
rendersystemvulkan: add missing debug utils check
initialize these hlsl string variables so dxc likes them
fix vulkan shader errors
vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess
Use DXC shader names MainVs, MainPs etc in vulkan pipeline
rendersystemvulkan: remove VK_EXT_debug_report completely to remove confusion with VK_EXT_debug_utils
vfx_vulkan: serialize reflection info in compiled shader
Update descriptor set bindings for HLSL -> SPIR-V
Update Vulkan SDK + Volk so we can have VK_EXT_graphics_pipeline_library
volk.c: restore valve platform defines
fix rendersystemvulkan requiring raytracing extension
Hidden uav counters work on pixel shaders
Update descriptor sets for new descriptor types & binding offsets from hlsl->spirv
rendercontexts set associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads
Cleanup, small fixes, kill some dead code vulkan_async_descriptors
Yank away solidcolor, seems only old glow used it
Fix warnings and errors in vfx compilation for vulkan
Fix projected_decals crashing shader compiler
Discard packoffset conflicts on vulkan, we don't care about code path, fix conficts on convolve envmap
Haha it'd be helpful if we actually call this method that sets all the shader param data. Now samplers actually get bound and we're rendering
Forgot to commit this amongst debug crap
Haha it'd be helpful if we actually call this method that sets all the shader param data. Now samplers actually get bound and we're rendering
Fix projected_decals crashing shader compiler
Discard packoffset conflicts on vulkan, we don't care about code path, fix conficts on convolve envmap
Remove include files from deprecated rendering paths that should've been removed 2 years ago
Remove DebugInfoLayerRenderColorizeSplits from legacy CSM code
Remove include files that we removed from shaders that we still use, remove deprecated shaders
Add toolbar button to reset all parameters to their default values
Selection tests
Store IHandles in a dictionary, so hotload doesn't look through a 64 million index list of nulls
Added Favorites section to Asset Browser
https://files.facepunch.com/rubat/1b0911b1/sbox-dev_UzQGU9JpQo.mp4
Animgraph: Save and restore param values between preview sessions https://files.facepunch.com/layla/1b0911b1/sbox-dev_oZhQGlqC9a.mp4
Add SceneWorld.DeletePendingObjects()
Add BBox.Trace + Tests
Add Sphere.Trace + tests
add proof of concept
Yank away solidcolor, seems only old glow used it
Fix warnings and errors in vfx compilation for vulkan
Bump up modeldoc physics substeps to 4
Fix crash getting flex overrides
Sandbox.WebSurface
- Add Sandbox.WebSurface
- Add Editor.Widgets.WebWidget
- Add Sandbox.UI.WebPanel
- Add Game.CreateWebSurface()
- Add Editor.Utility.CreateWebSurface()
Obsolete KeyModifiers, OnButtonTyped takes a ButtonEvent
Fix fps_max reducing framerate
Handle running without steam (for -test)
Call static constructors in bootstrap
Strip debug output
SFM can load asset.party maps
https://files.facepunch.com/matt/1b0811b1/sbox_4lTLLT5Rcm.png
hlsl_parser: strip D3D9 const defs
hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers
rendersystemvulkan: add missing debug utils check
initialize these hlsl string variables so dxc likes them
fix vulkan shader errors
vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess
Use DXC shader names MainVs, MainPs etc in vulkan pipeline
rendersystemvulkan: remove VK_EXT_debug_report completely to remove confusion with VK_EXT_debug_utils
vfx_vulkan: serialize reflection info in compiled shader
Update descriptor set bindings for HLSL -> SPIR-V
Update Vulkan SDK + Volk so we can have VK_EXT_graphics_pipeline_library
volk.c: restore valve platform defines
fix rendersystemvulkan requiring raytracing extension
Hidden uav counters work on pixel shaders
Update descriptor sets for new descriptor types & binding offsets from hlsl->spirv
rendercontexts set associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads
Cleanup, small fixes, kill some dead code vulkan_async_descriptors
Add r_albedo_chart and add as bindable command in hammer
Fix PreLayout being called at all times for razor panels
Add a download progress bar & add some comments mocking my shit code, it's good enough to extend SFM which I doubt we'll end up adding anymore C# to
Throw some comments on Sandbox.HtmlSurface
Update HtmlSurface.cs
Use weak reference in SteamHtmlSurface, so they can actually get collected
Setup interop for SFM (wow this is easy now)
CMovieDoc::LoadLevel accepts idents, shit quick code to provision map packages
Simple cloud map picker for SFM using the asset browser
Clean up, expose HtmlSurface as different classes for Game and Tools - because we'll want to reliably sandbox the game ones
Create scene objects for light entities
Should fix running with -game not working
Cleanup
Pass VirtualKey and KeyboardModifiers down in panel ButtonEvent
Fix callback name
Promote KeyboardModifiers and MouseButtons to Sandbox.System
Hook keyboard input
Tweaks to oil_drum_explosive breakpiece collision
Send steam callbacks through engine instead of client
Add Pixmap.UpdateFromPixels( ... )
Web Browser poc
Add [STAThread] to main to fix qt dialogs from hanging
Game is now launched via .net exe
Add St&alone Test, make clear work