22,445 Commits over 1,614 Days - 0.58cph!
take tickrate stuff out of serverconfig
Batch publish (#1138)
* Batch Publish available on right clicking content projects when they have an org set
* Can multi-select addons in asset browser to change publish status of multiple assets
* CRC calculations happen in thread (less editor hitching when publishing)
* Add Label.OpenExternalLinks (default to true)
* Add BaseItemWidget.ItemsSelected event
* Add AssetList.OnAssetsHighlight event
* Add Checkbox.TriState
Delete old AddonManifest, AddonUpload
Add Checkbox.TriState
Asset multi-select toggle publish status
Add Label.OpenExternalLinks (default to true)
BatchPublish header
Add BaseItemWidget.ItemsSelected event
Add AssetList.OnAssetsHighlight event
Formalize asset publishing into Asset.Publishing, show party icon if published
Get rid of the description etc page on asset upload
Add rgb -> hsv and hsv -> rgb nodes
Include functions in vertex shader too
ShaderGraph: Allow compiler to insert functions into generated code
Use result function for blend node
Delete blendmodes.hlsl (yuck)
ShaderGraph, default input to zero for unary nodes when input is missing so errors don't get triggered
ShaderGraph: Add round node
ShaderGraph: Rewrite Remap node so it's actually readable
Save .shader instead of .shader_c in material
Start moving AddonUpload to engine
Cleaning
Run Crc64.FromStreamAsync in a thread
ShaderGraph: Add Arctan2, Arcsin and Arccos
FindInSphere and FindInBox also finds static entities
Only read/write addons.json in tools mode, cl_list_projects debug command
Startup flow
Cleanup
Fix crash when calling Graphics.RenderToTexture from UI tick by never doing AsyncBeginRenderingViews, no real benefit
When deleting widgets via layout.Clear, set their parents to null so they aren't in the child list
Batch publisher for content projects, working concept
Move editor menus around
PopupWindows are dialogs
"Compile Optimized Shaders" displays confirmation dialog
StartScreen cleanup
Window.IsDialog doesn't display "Help" button that nobody uses
Shader fixes, recompile some addon shaders with Vulkan too
Better Viewmodel Shadows (#1119)
Fix stuff from lightbinner cleanup that wasn't carried over and adjust viewmodel shadow offset
update shaders
Give StartScreen obvious sections
https://files.facepunch.com/alexguthrie/1b0111b1/sbox-dev_vviZ78o95D.png
Show "Last Opened" on last opened game row
Fix exception when trying to read bad format degrees
Fix possible exceptions in Input.Process (but maybe not)
Template descriptions
NewProject section titles
Simplify launcher
Use rows for templates, auto-fill info based on template, find best available folder
Cache PVS on scope and do UpdateMixedShadowsComputations as a job, ~10x speed increase, do calculations every 200ms rather than 100
Disable limiter_on for sound streams, don't want stream sound events to be stolen
Move "empty environment" option inline with most recent game project
Custom StartScreenSection attribute
Update first_person_arms_adjustments.vsubgrph
In game video recorder captures swap chain texture instead of resolve and copy, render recording bars on another layer
LocalProject.LastOpened, sort start screen games
MenuAttribute priority property
File -> New Game, File -> Open Game
Fix GlobalLobby preventing games from starting :(
vulkan: surprassing max device access threads in MarkIssuesCommands isn't an error case anymore
Delete trilinear threshold 360
vulkan: rewrite per thread descriptor set pools, eliminating max device access threads since .net can use a shit load - need to add some garbage collection on top of this, but will prevent the main crash that's been occuring
GlobalLobby works with new LobbyManager ( global chat works again )
Add Tiled Rendering Quads to debug view list
Fix foliage in VR, let's rethink how we do multiview API later..
StartScreen sections
Derive ProjectRow from generic ItemRow
Experimental - show cloud projects inside start screen
Show available cloud packages in startscreen
Clean up Home.UpdateProjectList
FPArms/Punching: prefix all bool parameters with b_ like in the Citizen graph
Remove all hacks we had for a second shadow atlas for viewmodel shadows
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp
https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4
SSAO test for viewmodel
Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion
Try a few more AO techniques
Composite viewmodel AO, and this should be the right way to do HBAO
Remove nonsense resolution scale stuff in common.fxc that's unreferenced in code and causing problems (defined before system.fxc wtf)
Allow compute on renderpipeline to do multiple dispatches, HBAO as compute,HBAO bilateral blur
Use hammersley rather than bluenoise, looks a ton better
Cleanup, controls for ambient occlusion, do indexed light viewmodel shadows sequentially, cast world shadows on viewmodel
Assign what shadow index a baked light shall read from rather than iterating through the entire buffer and figuring it out, much faster way to do baked light shadows
Proper way to do light indexed on ShadingModel Light API too
Sanity checks, remove debug views and some minor adjustments for viewmodel shadows
Remove last traits of g_flResolutionScale
[pick] remove shaders that don't exist anymore from CI building
Method for getting shadow index for baked light compatible with vulkan
Fix stupid typo, GetShadowIndexForBakedLight compiles fine on vulkan now
Fix another typo and compile core shaders
Fix another typo and compile core shaders
Lightbinner Separation between VK/D3D11 (#1133)
* Add LightBinnerLegacy so we don't kludge our lightbinner with stuff we can't change on d3d, rename our main lightbinner to LightBinnerStandard
* Remove deprecated cbuffers
* Add lightbinner_legacy, separate both lightbinners based on the rendering system we use
Compile glass on vulkan, have proper curve for albedo color absoption for shadows
Obsolete Game.TickRate.set
Def tick rate 50 as it was