22,418 Commits over 1,614 Days - 0.58cph!
Add back audiostream.default, some games were relying on this
Also copy over default value and network mode
▄▋▄▍ ▋▄▆▍█▅█▄▍▌▉ #▅▋▆
! ▍▄▆▉▅ ▆▄▊██▆ ▇▇▋▊█▍▆ ▄▍▊ ▇▍▊▍▅▍ ▅▍ ▅▅▉▊▄█▍▍, ▉▊▌▌▄ #▉▌▊
Animgraph: Add duplicate action to parameters
Don't exceed bone mapping if the pose uses more bones than available
Old window - old window with no glass
Fix building vphysics2 on latest visual studio version
fix last cubemap not being sorted
Add iconv
Find ld from android ndk and fix LINUX_LIKE string
Add constructor for SceneSunLight
Initialize pose morph weights to zero, somewhere isn't setting them when using base model feature
Add missing dependencies for msys
Add msys2 binaries to subfolder of devtools
Cleanup
Pass shell variable to make, makes it so we don't need to hack the path in
Also pass shell for these rather than the default shell
Redo makefile_base_posix closer to what valve did but without needing much undocumented preconfiguration
Append the platform we are targeting, update vpc and gitignore
VR: Attempt to fix Index Controller joystick button input
Add GameTask.RunInThreadAsync overloads which return a Task<T>
Make IsValid() extension method support nullable tracking so VS doesn't say things are possibly null when using it
Fixed rain particles being always lit
Add Client.VoiceStereo to control if voice chat is played in 3d or 2d
Call OnVoicePlayed before sound is output to give users a chance to tell the client how the voice should be played
Fix shaders not being able to compile
Initial work for tiled light sorter
Remove constant buffer transform code
Fire tiledlightbuilder compute shader on views
Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms
Evaluate cubemaps and lights on compute shader
Allow for struct types in generic buffers in VFX
Properly index lighting and envmap info on tiled light buffer
https://i.imgur.com/5141J1x.png
Revert "Fix normals for valve standard shading"
This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
Tiled lighting for envmaps and lighting on standard shading model 🏃♂️💨
Use 128 lights for clustered instead of 256
Double the perfomance of tiled light build job
Pass radius of light to shader so we dont need a sqrt operation on culling
Sample shader to visualize tiled rendering
Revert "Pass radius of light to shader so we dont need a sqrt operation on culling"
This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525.
Fix driver crash on Nvidia
Fix 'LightSim_MaterialTint has inconsistent value' warning
Put tiled code on vr_lighting
Much simplify sphere and box intersection tests, add bounding area for nearby tiles
Tiled rendering for valve standard shading
tiled rendering for envmaps on valve standard shading
Correct box hit algorithm for tiled light builder
Fix shadow rescaler
Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps
Fix shader compilation
Fix spritecard compilation
Initial work for VR Instancing for tiled light rendering
Fix glows in Vr while we're at it, still pending rewrite
Preliminary support for VR in tiled light builder, include objects
Remove magic number and reproject view for tiled light builder
Treat warnings as errors on shader compilation on internal builds
Make tile resolution proportional https://i.imgur.com/2knXfUw.png
Fix light typo on vr_lighting
Fix warnings on standard shading model
Iterate on tiled light builder
Fix data races on tiled light builder
Fix warnings from core shaders
Use 48 wide pixels for each tile
Fix Z-Fighting when cubemap bounds is the same as the geometry
Update tiled light builder shader objects
Fix warnings on blendable and commit shader objects
Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute
Add r_tiled_rendering convar
Update shader objects
GPU driven Depth Culling for tiled rendering
Use half tile offset for tile coordinates
Depth prepass culling for envmaps too, cleanup
fix envmaps being fucked up
Return max depth for tile, update object files
Add r_tiled_rendering_depth_cull
Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦
Tiled Rendering Support
Reduce queryable size of sphere, optimizes tile volume
skip backfacing queries on tiled light builder
Cleanup, dont pass depth on non depth prepass
Transform camera ray, fix typos when doing box intersection, oops
You should be seeing the good perf gains from tiled now
Added Color[32].FromRgb[a]
Color[32] property consistency cleanup
Added some Color[32] tests
Fixed -tools not starting if `ServerAddons.TryAdd()` returns null
Set BoxPosition attribute when rendering backdrops
Fixes blur and other filters not covering WorldPanel correctly
AB testing for embree
Glass hotspot material
Fly swarm particle
Fly swarm particle adjustments
Added TypeDescription.GetAttributes<T>()
Addon Switcher checks for OrdinalIgnoreCase
Error list counters will consider the selected package
Fixes sbox-issues/issues/2146
Obsolete CameraMode.DoFPoint, DoFBlurSize
Add ScenePanel.ForceUpdate()
Closes sbox-issues/issues/2151
Don't load into remembered map if the gamemode wants Empty
Fix error list resetting its filter on hotload
Fix box-shadow's border-radius not matching up
Update ErrorList to display specific and nonspecific diagnostic counts
https://files.facepunch.com/devultj/1b0911b1/sbox_uORyp1b7BG.png
Make Entity.IsAuthority a virtual property
When disabling an addon, dispose of it in ServerAddons
Fix project settings physics grabbing the wrong metadata
Revert "Make Entity.IsAuthority a virtual property"
This reverts commit 1533014f19347562cbac07a148ee3926da2f64ad.
Add LinearDamping and AngularDamping to PhysicsGroup
Add MassScale, LinearDamping, AngularDamping to prop_physics
Allow loose .txt and .csv files in published addons
Remove dead code causing an error when creating game resources
Implement paused state for animation-play-state
Only assign and evaluate ConsoleSystem.Caller for console commands
Fixes convar assignment while game loop is starting up. Fixes sbox-issues/issues/2158 and paves way for @kurozael's lobby settings.
Merge branch 'master' into lobby-settings
Only assign and evaluate ConsoleSystem.Caller for console commands
Fixes convar assignment while game loop is starting up. Fixes sbox-issues/issues/2158 and paves way for @kurozael's lobby settings.
Don't include windows-only headers, add ANDROID_NDK_TOOLCHAIN_DIR and ANDROID_PLATFORM definition to VPC tunneling, cleanup base makefile
Implement paused state for animation-play-state
Remove dead code causing an error when creating game resources
Allow loose .txt and .csv files in published addons
Add LinearDamping and AngularDamping to PhysicsGroup
Add MassScale, LinearDamping, AngularDamping to prop_physics
Revert "Make Entity.IsAuthority a virtual property"
This reverts commit 1533014f19347562cbac07a148ee3926da2f64ad.
Fix project settings physics grabbing the wrong metadata
Lower the density of hulls for now, they're way too heavy
some file renames for vphysics2 module to keep that tidy too
Rename IVPhysics2World to IPhysicsWorld
Rename IVPhysics2 to IPhysicsSystem
Rename g_pVPhysics2 to g_pPhysicsSystem
Build aggregate constraints
Refactor later, hlsl->spirv compilation
Lets get rid of the gl compiler, lets rewrite it and simplify
When disabling an addon, dispose of it in ServerAddons
Make Entity.IsAuthority a virtual property
Update ErrorList to display specific and nonspecific diagnostic counts
https://files.facepunch.com/devultj/1b0911b1/sbox_uORyp1b7BG.png
Debug draw constraints https://files.facepunch.com/layla/1b0911b1/sbox_0088.mp4
Use distance constraint for weld joint for now so physgun sort of works, I don't think jolt weld is a soft constraint - https://files.facepunch.com/layla/1b0911b1/sbox_0081.mp4
Fix box-shadow's border-radius not matching up
Fix error list resetting its filter on hotload
Don't load into remembered map if the gamemode wants Empty
Vulkan base rendering, initial support on getting shader compiler to work
Add ScenePanel.ForceUpdate()
Closes sbox-issues/issues/2151
Start getting builds to work, requires msys2 right now
Obsolete CameraMode.DoFPoint, DoFBlurSize