20,775 Commits over 1,522 Days - 0.57cph!
Recreate mesh shape on update, this is the safe option until we get proper fixes
Only check for StartupScene in Publish Wizard if Type == "game"
Clear triangle cache on mesh update to stop crashes until we get the proper fix
Particle sprite alignment mode
Range check UpdateMesh on the C# side instead so the user knows they fucked it
Fix error when startup scene is set but not immediately recognized
Message and remove toast if the download has been cancelled
Fix ambient light hanging around and stomping
Do the same for UpdateMeshShape because this is likely where the crash is coming from (grubs)
Check BVH indexing outside of vertex list, if this is still getting hit then something else is at fault
Improved AO darkening on flat surfaces with narrow camera angles
ditto
Merge branch 'master' of sbox
Actually use the new ByteStream
Possible fix for queued messages not sending
Add download progress notice for cloud assets in editor, Facepunch/sbox-issues#5639
https://files.facepunch.com/solw/2024/July/23_15-25-OverduePekingese.png
Add Scene.GetAllComponents( Type ) overload
Assert and bail when trying to set physics body to invalid transform
Fix Facepunch/sbox-issues#5896
Prefab instances must be updated to have at least the tags specified in their prefab (Fixes Facepunch/sbox-issues#5729)
Don't download package dlls
Compile package on download
Fix NRE when opening PublishPage directly
Added Warning to Publishing Wizard telling you which issues need to be resolved in order to upload. Don't allow upload if startup scene is not set or is set and does not exist.
https://files.facepunch.com/CarsonKompon/2024/July/23_07-24-LovablePaintedladybutterfly.png
Added Apply TRS shader graph node
https://files.facepunch.com/ziks/2024-07-23/sbox-dev_PnwMGMVjmc.mp4
Fixed depth issues, added depth falloff control, added a fade zone for AO
Fixed depth bug apparent with rotating camera etc. added a depth falloff control so user can set distance to where AO ends. Then added a fade zone for AO which has a hardcoded small width so that when the camera depth to pixel approaches the cutoff the AO fades out to prevent any popping.
Fixed camera distance issue + added fade out
ditto
Fixed not being able to edit these advanced networking settings in prefab editor - working around NetworkAccessor ref struct
This should solve the uploader problems for games above 2.14 GB
Fixed GameObjectHeader NRE in prefabs
Fix errors when trying to render dynamic cubemaps in editor
Don't allow mesh shapes to generate contacts on sensors
Fix shitty jitter and noise in volumetric fog https://files.facepunch.com/sam/1b2211b1/NDCtmFBjFj.jpg
Adjust depth bias for gizmos and debug lines, we have way more granular precision than I thought
Add Storage Usage Widget to Publisher Wizard. Useful for finding out what has the largest impact on file size.
https://files.facepunch.com/CarsonKompon/2024/July/22_15-25-WellgroomedKomododragon.mp4
Cubemapper Fixes (#1627)
Refactoring and fixes for Cubemapper, cleaned it up, makes it really WYSIWYG
Makes them work on Scene viewport
Updates any time they're dirty
Barriers should be set properly now
Parallax for ambient envmap lighting
Diffuse lighting from envmap should be working properly now
Cubemap feathering is tighter by default now, should fix some "leaks" now that skybox is also a global cubemap
Detangle all this from Cubemapper, make it able to render inline rather than on a render block
Redo update strategies from envmapprobe, much simpler, works everywhere now
Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f
Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again
Adjustments for cubemapper and set barrier before setting renderstate
Make sky always sample from mip 0, ensures that it's always sharp even in low res viewports (eg cubemap fetching
Use two passes for ggx cubemap filtering just like in cubemapper
Use bilinear filtering for SampleEnvironmentMapLevel, worth the tradeoff since we're much faster now
Up sky.shader version
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu
https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4
Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums
Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments.
Give Network Options button ToolTip
Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation"
Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled
Grey out interpolation icon when disabled
Merge pull request #1631 from Facepunch/new-inspector-network-menu
Updated Network Settings Menu in GameObject Inspector
Grey out interpolation icon when disabled
Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled
Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation"
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu
https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4
Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums
Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments.
Give Network Options button ToolTip
Let's remove these exceptions - let us try to call RPCs on components that don't have a networked object root, as long as a GO and Component exists on the other end with those ids, we should allow it
Initial commit
Call flush here
Don't set to connected until Activate
Undo that
Flush for source here too
Only queue messages after Snapshot (otherwise ignore) and send when Connected. Add new docs to broadcast
By default queuedUntilState is null
Remove debug logs
Use new ByteStream( data ) instead of create w/ length then write
Optimization to remove queues when no longer required (cheers Ziks)
Optimization to remove queues when no longer required (cheers Ziks)
Use new ByteStream( data ) instead of create w/ length then write
Oopsies let's actually not allow old cookies to replace newer ones
Fix offset parameter in ByteStream.Write (#1626)
Tooltips for mysterious component inspector buttons
Use Nullable underlying type when attempting conversion, fixes Facepunch/sbox-issues#5879
Show Prefab Variable button before Nullable button in ControlSheet