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17,087 Commits over 1,308 Days - 0.54cph!

10 Days Ago
Fix NRE in scene tree when selection contains invalid gameobject
10 Days Ago
Mechanism to abort long-running non-async worker actions Long-running worker action aborting tests
10 Days Ago
Fix recent `ResourceHandleToData( ) failed! Falling back to error texture!` spam for error textures
10 Days Ago
Mechanism to abort long-running non-async worker actions Long-running worker action aborting tests
10 Days Ago
Update haptics per-controller Scoped haptics support
10 Days Ago
Docs, cleanup Apply LengthScale
10 Days Ago
Squash history, update for SDL
10 Days Ago
Add support for gamepad input scoping https://files.facepunch.com/tony/1b0911b1/devenv_ixNt02fEyh.png
10 Days Ago
Fixed controller axes not being specific to controllers 🤦🤦
10 Days Ago
Fixed editor error w/ InputSettings.Actions
11 Days Ago
Update Facepunch.ActionGraph
11 Days Ago
Test Clean up - use TransformInterpolate class Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. Fix to allow interp property to be set by GameObjectHeader Serialize the interpolation bool with GameObject
11 Days Ago
Specify in documentation that NetPermission.OwnerOnly works the same as NetPermission.HostOnly for static actions.
11 Days Ago
Fix crash when selecting nodes with System.Object inputs / properties
11 Days Ago
Minor correction
11 Days Ago
Fixed reading String Table snapshot that has an entry with 0 elements throwing an exception. Instead, ByteStream.ReadArray should return null (empty span) if it has a length of 0. Added a test to prove the bug. Fixes Facepunch/sbox-issues#5357
11 Days Ago
New Hair - Medium Beard https://files.facepunch.com/daniel/1b0811b1/sbox-dev_pc2pbsjud1.jpg
11 Days Ago
Serialize Component FullName instead of ClassName. Fixes cases where two components with the same name exist in different namespaces, sometimes the wrong one will be serialized. Fully backwards compatible. Fixes Facepunch/sbox-issues#5331
11 Days Ago
Test Clean up - use TransformInterpolate class Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. Fix to allow interp property to be set by GameObjectHeader Serialize the interpolation bool with GameObject
11 Days Ago
Debug view for scene ref nodes
11 Days Ago
Make control sheet labels draggable
11 Days Ago
Merge property or variable get / set nodes
13 Days Ago
Auto collect font files to upload too
14 Days Ago
Fix tiled rendering on multiple viewports, was taking the main viewport from view rather than the actual viewport from layer :S https://i.imgur.com/PCXh3hJ.png
14 Days Ago
Temp hack fix device lost error in NativeRenderingWidget.cs
14 Days Ago
Check if main camera is null for EnvmapProbe dynamic renders
14 Days Ago
Cubemapper (#1504) * Cubemapper tests * Remove all ggx code for now & just copy directly to cubemap array * TextureCube with mipmaps and arrays and mipmaps * Move texture logic from cubemapper to c# * Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU * Handle all array index stuff in cubemapper * Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders * Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler * GGX filtering * Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples * Assert isn't valid anymore in ComputeImageViews since we can pass a cube array * Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png * Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV * Remove unsued, clean up * Dynamic cubemap component settings * Remove the old BuildCubeMaps * Add WidgetUtil.CreateSwapChain * NativeRenderingWidget renders in regular render path * Fix RenderDeviceInfo_t wrong size * Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers) * CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? * If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness * Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization * Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 ) * Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering * Use high quality GGX filtering if baking cubemap as OnEnabled * Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray * Don't fetch render attributes from context, that's composited over, fixes a crash * Assert when UAV Index is invalid * Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings * Ignore cubemap precomputed handshakes, we can add and remove cubemaps at will on scene, those do not have handshakes so the entire thing was already deprecated when we implemented maploader, this cache gets built by m_nCachedEnvMap at runtime This fixes scene cubemaps not showing on static map geometry * ANTLR: Support any dimension arrays * Use fast envmap filtering even for static ones, looks as good if not better than brute forcing if using a few more taps, delete reference_ibl_lighting.fxc (byebye) * Run filtering in two passes to eliminate any fireflies, realtime filtering looks as good as baked filtering now https://files.facepunch.com/sampavlovic/1b2911b1/465thMK9Yq.jpg * Limit number of simultanious cubemap updates on first load to not overflow transform count in large scenes * Remove S_SPECULAR_CUBE_MAP, stupid define, should just be S_SPECULAR * Extra checks on HandlePendingSwapChainResize, should fix device lost issues when trying to draw subsequently * Adjust number of threads on envmap filtering to avoid collision on accessing same source cubemap on per frame cubemap rendering, doesn't really slow this down * Fix missing textures when trying to query cubemaps from skybox, default value for EnvironmentMap should be thrown from lightbinner, not renderingpipeline * Update shaders --------- Co-authored-by: Garry Newman
14 Days Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c# Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler GGX filtering Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples Assert isn't valid anymore in ComputeImageViews since we can pass a cube array Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV Remove unsued, clean up Dynamic cubemap component settings Remove the old BuildCubeMaps Add WidgetUtil.CreateSwapChain NativeRenderingWidget renders in regular render path Fix RenderDeviceInfo_t wrong size Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers) CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 ) Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering Use high quality GGX filtering if baking cubemap as OnEnabled Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray Don't fetch render attributes from context, that's composited over, fixes a crash Assert when UAV Index is invalid Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings Ignore cubemap precomputed handshakes, we can add and remove cubemaps at will on scene, those do not have handshakes so the entire thing was already deprecated when we implemented maploader, this cache gets built by m_nCachedEnvMap at runtime This fixes scene cubemaps not showing on static map geometry ANTLR: Support any dimension arrays Use fast envmap filtering even for static ones, looks as good if not better than brute forcing if using a few more taps, delete reference_ibl_lighting.fxc (byebye) Run filtering in two passes to eliminate any fireflies, realtime filtering looks as good as baked filtering now https://files.facepunch.com/sampavlovic/1b2911b1/465thMK9Yq.jpg Limit number of simultanious cubemap updates on first load to not overflow transform count in large scenes Remove S_SPECULAR_CUBE_MAP, stupid define, should just be S_SPECULAR Extra checks on HandlePendingSwapChainResize, should fix device lost issues when trying to draw subsequently Adjust number of threads on envmap filtering to avoid collision on accessing same source cubemap on per frame cubemap rendering, doesn't really slow this down Fix missing textures when trying to query cubemaps from skybox, default value for EnvironmentMap should be thrown from lightbinner, not renderingpipeline Update shaders
14 Days Ago
Push menu inputs when we don't have an input config to read
14 Days Ago
Remove IGameInstance.InputSettings (not used)
14 Days Ago
Remove unused code
14 Days Ago
GameManager -> Game Use input actions instead of now gone digital action state stuff
14 Days Ago
Add gamepad navigation support to main menu UI and game menu UI - Virtual cursor system - Panel traversal system Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority Demote some new stuff from being public Fixed overlay flicker when re-laying out (due to stuff being pressed on), don't set Style.Width|Height
14 Days Ago
Fall back to xbox glyphs (when using a controller) if we can't find one for our vendor Add a bunch of missing playstation glyphs, changed X/B/A/Y glyphs to white
14 Days Ago
Fix TextureSequence.IsLooping resetting to true because json serialize doesn't write defaults
14 Days Ago
Dead materials
14 Days Ago
Fix rotate editor tool stomping scale
14 Days Ago
Thank god nobody was using these Delete unused shaders/includes vfx preprocessor auto includes system.fxc Raw dog bindless API, we can build something higher level on top of this
14 Days Ago
Add SceneParticles.SetControlPoint for setting models
14 Days Ago
Update shaders
15 Days Ago
Fix missing textures when trying to query cubemaps from skybox, default value for EnvironmentMap should be thrown from lightbinner, not renderingpipeline
15 Days Ago
Limit number of simultanious cubemap updates on first load to not overflow transform count in large scenes Remove S_SPECULAR_CUBE_MAP, stupid define, should just be S_SPECULAR Extra checks on HandlePendingSwapChainResize, should fix device lost issues when trying to draw subsequently Adjust number of threads on envmap filtering to avoid collision on accessing same source cubemap on per frame cubemap rendering, doesn't really slow this down
15 Days Ago
New version of moustache
15 Days Ago
Add Application.IsFocused, returns if the main game window is in focus
15 Days Ago
Serialize the interpolation bool with GameObject
15 Days Ago
Get rid of inspector filter LineEdit (doesn't do anything)
15 Days Ago
Fix to allow interp property to be set by GameObjectHeader
15 Days Ago
Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor.
15 Days Ago
Docs for CitizenAnimationHelper
15 Days Ago
Support warnOnMissing for SvgLoader.Load, don't spit out loads of warnings if our SVG wasn't found for input glyphs (we fall back to glyphs that always exist), display exception message in warning