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22,418 Commits over 1,614 Days - 0.58cph!

3 Months Ago
Fix minor typo Added Multiedit support to TagSets. Resolves Facepunch/sbox-issues#6882 https://files.facepunch.com/CarsonKompon/2024/December/05_10-10-LividGallowaycow.mp4 Rename TagSetControlWidget file name to match class name
3 Months Ago
Shader functions can specify storage class (static) and specify inline without erroring now
3 Months Ago
Fixes
3 Months Ago
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive, non templated variant added, additional flags can be combined, debug names, error checking added GpuBuffer CodeUpgrader Fix Terrain materials buffer overflowing its gpu buffer
3 Months Ago
Visualize nav link connection state https://files.facepunch.com/lolleko/1b0511b1/sbox-dev_nH8r76TUg2.mp4
3 Months Ago
Shaders
3 Months Ago
Fix compile warning
3 Months Ago
Clear cached material override on sceneobject when changing model so it can be set again - Fixes model renderer not applying material override on model change
3 Months Ago
Remove unsued Update test packages Update cecil Update skia to 3.1
3 Months Ago
Make sure we're correctly registering a resource or promise from Asset.LoadGameResource, resolves Facepunch/sbox-issues#6952 Tick FileWatchers after compiling all assets on startup, resolves Facepunch/sbox-issues#6635
3 Months Ago
Improve handling of empty navmesh tiles Also improve editor auto update when world bounds change. Update skinned renderers if they have physics bones Don't invoke ISceneCollisionEvents for trigger intersections Expose MeshComponent.Model Physics tool selects all rigidbodies in hierarchy Switch SSAO to use GTAO Add missing XeGTAO headers Editor buttons desaturate when disabled/readonly Shader rebuild Disable Navmesh Warning "Could not build compact data" for now Revert 7e8268d0ca, it was causing issues when selecting every other GameObject node, I don't understand what it's trying to do 🙊 Trigger exit detection only checks if there's any contacts on triggers, not non triggers Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Reenable MSAA fetching for SSAO compositing, don't use loops Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen GTAO temporal filter uses edge detection to filter out edge ghosting https://i.imgur.com/EzfclG7.mp4 Grey out tool buttons when disabled Fix asset picker when selecting cloud maps Update shaders Fix Gizmo.Control.Position returning true without it being dragged on Remove unused shit from lightbinner and make everything enums Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits Spring joint impulse checked against break limit seems to be negated? Add Joint.IsBroken Add Joint.StartBroken Add Joint.Unbreak() to activate the joint after breaking Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4 Move joint OnBreak action to breaking group Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure in Material.Lerp, normalize after lerping normals Include ReflectionTextureColor in all the layers @samzanemesis might wanna check this is the right thing to do build shaders Fix overriding SSR with a black texture when it should be initialized with a translucent one Bring back external changes detected dialog, move to interface event Assets added at runtime can be loaded into promises/missing resources again Move prefab instance reload logic out of ResourceLoader Clear selection when reloading SceneEditorSession Tweak wording on External Changes dialog to make it more clear what the options are Only ever show one External Changes dialog for a scene Add plane_large.vmdl for large subdivided plane Avoid div by zero in Gizmo.Draw.LineCylinder Fix CameraEditorTool LookAt Now keeps scene focus after look at button is clicked also keeps the camera component selected after the look at target has been picked. Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it Revert "Include ReflectionTextureColor in all the layers", it's unlikely we can manage to do SSR with roughness fast on translucents, and this causes the issue that SSR reflections from opaques will be drawn over smoke or translucents This reverts commit 8cce50baf03cd7f93e7c89c75dde46319412aff9. Initialize SSR to null on 3d skybox Material preview uses tessellated plane with vertex blends so blended materials can be previewed https://files.facepunch.com/layla/1b0511b1/sbox-dev_D8hvwjbzp3.png Don't make this struct public Try to match normal and tangent of native material editor plane Remove vfc.exe - unused prove me wrong - I want to minimize the entry points for shader compiling Remove unused mathlib class Hair Updates Merge branch 'master' into navmesh-links
3 Months Ago
Hair Updates
3 Months Ago
Remove vfc.exe - unused prove me wrong - I want to minimize the entry points for shader compiling Remove unused mathlib class
3 Months Ago
Try to match normal and tangent of native material editor plane
3 Months Ago
Don't make this struct public
3 Months Ago
Material preview uses tessellated plane with vertex blends so blended materials can be previewed https://files.facepunch.com/layla/1b0511b1/sbox-dev_D8hvwjbzp3.png
3 Months Ago
Initialize SSR to null on 3d skybox
3 Months Ago
Revert "Include ReflectionTextureColor in all the layers", it's unlikely we can manage to do SSR with roughness fast on translucents, and this causes the issue that SSR reflections from opaques will be drawn over smoke or translucents This reverts commit 8cce50baf03cd7f93e7c89c75dde46319412aff9.
3 Months Ago
Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it
3 Months Ago
Fix CameraEditorTool LookAt Now keeps scene focus after look at button is clicked also keeps the camera component selected after the look at target has been picked.
3 Months Ago
Avoid div by zero in Gizmo.Draw.LineCylinder
3 Months Ago
Add plane_large.vmdl for large subdivided plane
3 Months Ago
Initial navmesh link editor https://files.facepunch.com/lolleko/1b0411b1/sbox-dev_tfs96azAGk.mp4
3 Months Ago
Tweak wording on External Changes dialog to make it more clear what the options are Only ever show one External Changes dialog for a scene
3 Months Ago
Bring back external changes detected dialog, move to interface event Assets added at runtime can be loaded into promises/missing resources again Move prefab instance reload logic out of ResourceLoader Clear selection when reloading SceneEditorSession
3 Months Ago
Fix overriding SSR with a black texture when it should be initialized with a translucent one
3 Months Ago
in Material.Lerp, normalize after lerping normals Include ReflectionTextureColor in all the layers @samzanemesis might wanna check this is the right thing to do build shaders
3 Months Ago
Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure
3 Months Ago
Move joint OnBreak action to breaking group
3 Months Ago
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
3 Months Ago
Add Joint.IsBroken Add Joint.StartBroken Add Joint.Unbreak() to activate the joint after breaking
3 Months Ago
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits Spring joint impulse checked against break limit seems to be negated?
3 Months Ago
Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view
3 Months Ago
Use spheres so we only have to send a single list of vec4s over
3 Months Ago
Remove unused shit from lightbinner and make everything enums
3 Months Ago
Fix Gizmo.Control.Position returning true without it being dragged on
3 Months Ago
Update shaders
3 Months Ago
Initial
3 Months Ago
Grey out tool buttons when disabled Fix asset picker when selecting cloud maps
3 Months Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Reenable MSAA fetching for SSAO compositing, don't use loops Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen GTAO temporal filter uses edge detection to filter out edge ghosting https://i.imgur.com/EzfclG7.mp4
3 Months Ago
Update rate tests
3 Months Ago
Trigger exit detection only checks if there's any contacts on triggers, not non triggers
3 Months Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation) CSceneObject::GetCTransformUnaligned() Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
3 Months Ago
Revert 7e8268d0ca, it was causing issues when selecting every other GameObject node, I don't understand what it's trying to do 🙊
3 Months Ago
Refactor non polymesh navmesh data Initial link component Add navmesh links to tile cache
3 Months Ago
Disable Navmesh Warning "Could not build compact data" for now
3 Months Ago
Shader rebuild
3 Months Ago
Editor buttons desaturate when disabled/readonly
3 Months Ago
Add missing XeGTAO headers
3 Months Ago
Switch SSAO to use GTAO