22,974 Commits over 1,642 Days - 0.58cph!
Add PhysicsBody.SetInertiaTensor/ResetInertiaTensor
Accept Context Menu Event for feature tabs. Add some more validation to clipboard JSON
Fixes sbox-issues/issues/7867
Enable nav agent avoidance and separation
No idea if they have always been off or if i disabled them by accident at some point.
Get rid of float/double.Epsilon usage use more sane defaults
10^-4 for singles
10^-6 for doubles
Refactor some navmesh code, allows for less agressive locking
Spaces -> Tabs
Add some locks since this can be accessed by multiple threads
Fuck it - I don't see why this crashes ci
Only print if engine ready
Force build shaders, some shaders have mismatched combos
Console apps print native engine messages instantly
Draw titlebar icon without any additional processing
Get rid of unused ChunkyTrimesh recast code
Update recast from Facepunch/recastnavigation
This should fix the crap that happens when we move the window across monitors
Looks shit so let's make it smaller
Stick a massive logo on main window
https://files.facepunch.com/alexguthrie/1b1811b1/explorer_6ZDckeWpaV.png
Initial custom window frames
Add profile flyout button
Make things look pretty
Split TitleBar.cs up, remove unused
System window manager handles everything, but we draw our own titlebar buttons for consistency
Make CFramelessMainWindow the only frameless window type, pass widgets in for hit testing
Replace TitleBarStyle with paint overrides, so windows can do whatever they want
Clean up
Pass widgets into native CFramelessMainWindow for hit testing against rects, remove frameless stuff from QWidget
Fix nc hit test not returning properly
use frameWidth
Scale pixmap on set
BaseWindows are just normal windows, not frameless ones
Work around stupid windows hit test behaviour blocking mouse events when NCHITTEST != HTNOWHERE
Don't need this logging now that everything works
Remove TitleBarStyle
Test titlebar overrides, so we can eventually draw a big fuck off logo in the top left
Fix menu bar looking terrible
Untangle navmesh threading, significantly reduces initial navmesh generation time.
Shadergraph: prompt before discarding changes when opening another graph from asset browser
Fix floating point precission issues in recast pathing code
see recastnavigation/recastnavigation#515 & recastnavigation/recastnavigation#735
Added FeatureAttribute.Description. Feature tooltips now use the XML tooltips that display a description if there is one. Resolves Facepunch/sbox-issues#7893
Added [Feature] descriptions to a few existing components/resources
Remove remaining material-owned descriptor set code from rendersystemvulkan
Store external descriptor set name hashes, otherwise these aren't being refed properly which could very well be the Intel crash
Build shaders
Add profile flyout button
Make things look pretty
Clean up, split TitleBar.cs up, remove unused
System window manager handles everything, but we draw our own titlebar buttons for consistency
Don't require prefab templates to have sources
Preferences toggle for drag drop placement at pivot vs offset by bounds
Resource finalizer queues dispose and unregisters on main thread. Assert ResourceLibrary.Unregister as main thread only
NavMesh only allocate debug draw buffers if we actually want to draw
Disable Navmesh generation on prefab scenes
Add NotCloned flag to prop procedural components. Rebuild prop components on IsStatic change
Bind all mips for QuarterResEffectsBloomInputTexture, fix bug with lighting on bloom layer
Remove postprocess methods from toolscene
Explicit clear flags for ResolveHDRToFinalSDR
[pick] Bind all mips for QuarterResEffectsBloomInputTexture, fix bug with lighting on bloom layer
Remove native postprocessing from renderpipeline
Remove stage2 rts from camerarenderer, pointless now, remove parts of postprocess pipeline from it
Remove RenderingPipelinePostprocess
Start removing PostProcessingSystem
Get rid of native PostProcessSystem entirely, current components need reimplementation now
Remove all mentions of stage1/stage2, copy HDR intermediary texture back to SDR if formats are different
Remove Valve's post_process and gaussian blur shader
Remove msaa_resolve tonemap_resolve too, not used
Removed unused stuff from pipeline
Resolve to SDR in correct color space
Add Tonemap and VOlumetricFogManifest in RenderingPipeline
Remove deprecated gaussian bloom blur material
Bloom layer from managed
SetGlobal for all command list methods
Use ToColorHandle in DepthNormalPrepassLayer
Gaussian downsample this bloom layer
Initial custom window frames
Add profile flyout button
Make things look pretty
Clean up, split TitleBar.cs up, remove unused
System window manager handles everything, but we draw our own titlebar buttons for consistency
Initial custom window frames
Add profile flyout button
Make things look pretty
Clean up, split TitleBar.cs up, remove unused
System window manager handles everything, but we draw our own titlebar buttons for consistency
Remove unused materialsystem-owned static descriptor sets
This frees up slots 1 & 2, whilst external descriptor sets remain starting on 3
Clean up more stuff in Window
Thicken status bar
Disable default window controls, but keep their functions intact (so we can draw the buttons ourselves without overlapping)
New profile popout
https://files.facepunch.com/alexguthrie/1b1711b1/explorer_qSGqzPUmRl.png
Don't need to ifdef these
I don't think we need any of this, let's get rid
We do want windows to match qt size
Start experimenting with switching over to just having DWM do everything
Qt sux and I'd rather just let the window manager handle stuff instead
Don't set window style
Support animated texture sheets on decals https://files.facepunch.com/layla/1b1711b1/sbox-dev_luiXru07Qa.mp4
Let's start trying to shut the game down properly so we can flush stuff like shader cache and Api activity / stats
Use explicit SampleLevel with Mip 0 for LTC lookup, fixes sampling on vertex shaders
ShaderCompiler returns failure so the build server can fail when we push shit shader changes
Don't log engine console output upside down
Try catch when accessing Console.BufferWidth, resolves #1854
Doubled reconnect timeout time (30 -> 60)
Added VoiceComponent.ShouldHearVoice( Connection ) - to change whether a voice can be heard on the receiving end
Dispose of PrefabFile's cached scene when unregistering, should fix memory leak when switching games
Add Bitmap.DrawArc with optional use center