22,418 Commits over 1,614 Days - 0.58cph!
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
Shader functions can specify storage class (static) and specify inline without erroring now
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
Visualize nav link connection state
https://files.facepunch.com/lolleko/1b0511b1/sbox-dev_nH8r76TUg2.mp4
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
Remove unsued
Update test packages
Update cecil
Update skia to 3.1
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
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
Remove vfc.exe - unused
prove me wrong - I want to minimize the entry points for shader compiling
Remove unused mathlib class
Try to match normal and tangent of native material editor plane
Don't make this struct public
Material preview uses tessellated plane with vertex blends so blended materials can be previewed https://files.facepunch.com/layla/1b0511b1/sbox-dev_D8hvwjbzp3.png
Initialize SSR to null on 3d skybox
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.
Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it
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.
Avoid div by zero in Gizmo.Draw.LineCylinder
Add plane_large.vmdl for large subdivided plane
Initial navmesh link editor
https://files.facepunch.com/lolleko/1b0411b1/sbox-dev_tfs96azAGk.mp4
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
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
Fix overriding SSR with a black texture when it should be initialized with a translucent one
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
Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure
Move joint OnBreak action to breaking group
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
Add Joint.IsBroken
Add Joint.StartBroken
Add Joint.Unbreak() to activate the joint after breaking
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits
Spring joint impulse checked against break limit seems to be negated?
Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view
Use spheres so we only have to send a single list of vec4s over
Remove unused shit from lightbinner and make everything enums
Fix Gizmo.Control.Position returning true without it being dragged on
Grey out tool buttons when disabled
Fix asset picker when selecting cloud maps
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
Trigger exit detection only checks if there's any contacts on triggers, not non triggers
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
Revert 7e8268d0ca, it was causing issues when selecting every other GameObject node, I don't understand what it's trying to do 🙊
Refactor non polymesh navmesh data
Initial link component
Add navmesh links to tile cache
Disable Navmesh Warning "Could not build compact data" for now
Editor buttons desaturate when disabled/readonly
Add missing XeGTAO headers