20,711 Commits over 1,522 Days - 0.57cph!
Temporarily ignoring AssertNoGraphErrorsInScene
Bump verbosity for PR tests
Child camera executes command lists from camera it's taking attributes from
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything
- Also tracking pressed controller buttons now
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything
- Also tracking pressed controller buttons now
Optimize navmesh generation by pooling generators
This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer
https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
Fix AO compositing for custom shaders
https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png
Add compiled shaders for AO including for Material shaders
Composite AO to pipeline rather than blitting, cleanup
AddHookAfterTranslucent > AddHookAfterDepthPrepass
[Pick] Add internal Graphics.FrameAttributes, up to review
Remove hack for clearing AO and use FrameAttributes instead
[pick] GetBindlessRWTextureXXX if compute shader
Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling
RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray
[pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc
[pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling
Update shaders with bindless SSAO sampling
Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA
Compile shaders without MSAA sampling for AO
Fixed regressions in CPhysicsShape::GetTriangulation
Yeet the weird pointer iteration that fucked me 3 times by now.
Bump up pose recipe param buffer size to 4kb
Clear out unused InputManifestTemplate ItemGroup in Sandbox.Game
Remove old SCENEOBJECTFLAG_HIDEINFIRSTPERSON
Remove old SCENEOBJECTFLAG_SUPPORTS_ENV_INTERACTION
Write GameOverlay depth to main scene, so things like bloom layer don't render over it
Create attachment gameobjects on renderer root, transform them on animation update instead of attaching them to bones
Revert "Optimize navmesh generation by pooling generators 2.0"
This reverts commit 54123afcdceb6e924eb14625985a3501f2d801e4.
Optimize navmesh generation by pooling generators 2.0
This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
Revert "Optimize navmesh generation by pooling generators"
This reverts commit 263974a602d63b4b817b5561b9a010689859b01f.
Until we can figure out why an unrelated test started failing.
Humans: copy ring fingers onto pinky fingers while we're still reusing Citizen animations — avoids the "tea cup" look
Optimize navmesh generation by pooling generators
This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
Specify .net 9 for shaders.yml
Fix sampletexture_bicubic (is anything using it)?
Compiled shaders with correct specular brdf
Optimize Memory Allocations in CPhysicsShape::GetTriangulation
Fix sampletexture_bicubic (is anything using it)?
Specify .net 9 for shaders.yml
Make editing BaseItemWidget/ListView contents thread safe
Thread asset browser populate, remove arbitrary and teeny weeny MaxFiles cap
'everything' location shows more than just up to the As now, search/type filtering works as you'd expect
Fix path/search widgets not updating correctly for meta locations
Fix NRE
Properly restore all Scene/Prefab tabs from previous session without Task.Delay hack
Tone down ByteStreamTest.DecompressStressTest
Hackweek resource extensions (#1694)
I don't think this is complete - but it's a good start
Expose EditorActionGraph.CanModifyParameters
Some cleanup - store current peer score
IAssetEditor: focus existing editor if it's a BaseWindow
Improved async behavior of navmesh tile generation
Fix sequence contains no elements
Periodically check if we're the best host candidate based on score - change owner if needed. When we are made the host, but we're still connecting, try to find another host candidate instead - if we can't find one then we can mark the lobby as toxic.
Don't include self when trying to find best candidate in some situations. When SteamLobbySocket is disposed (we left or disconnected), try to find another candidate then also.
Remove debug stuff and improve host candidate scoring based on average ping and connection quality to other peers
Set same tags for dedicated servers as lobbies for consistency. Fixed case when connection doesn't close properly.
Expose initial API for navmesh tile(re)generation
Expose NavMesh.GenerateTile( PhysicsWorld world, Vector3 worldPosition )
Expose NavMesh.GenerateTiles( PhysicsWorld world, BBox bounds )
Human Head 02 initial setup
Instead of the host crashing and disconnecting when a connecting user tries to send handshake messages with the wrong state, log it to console and kick them with a debug reason
Try to create lobby socket - if it errors and returns null, back out of creating the lobby
Make sure we clear removed and changed lists when resetting a string table
Make sure we disconnect properly if failing to create a Steam Lobby
Linux: Add missing libSDL2.so which is required to build
Humans: added CrouchWalk_S
Need to download cloud asset references after we've imported resources not before