20,808 Commits over 1,522 Days - 0.57cph!
Add Additive (Model Space) blend mode to aim matrix blend node https://files.facepunch.com/layla/1b1111b1/sbox-dev_GcsQxAEM2k.mp4
Fix ControlSheet stretching horizontally
Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean
Fix SSR backtracing and confidence check ( and Depth::GetLinear() )
https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png
Show variable names when inspecting prefab
Prefab variables widget, editing, grouping, deleting
Add shadow depth bias on matrix
Compile UI shaders for inverse depth
Delete choreoobjects and scenefilecache
Update test animgraph for model-space additives
Citizen: add model-space versions of additive idle aim matrices
Add "Find in Asset Browser" context menu item to resource/asset widgets
Focus the current value in asset pickers
Citizen/animgraph: first pass at making the locomotion lean layer based on model-space additives + lowered default eyelid pose by 10 degrees
renderdevicevulkan: enable reverse depth
Reverse the DepthFunc on all shaders GREATER <-> LESS
gizmo_grid: reverse manual depth bias
We need to change the depth clear value from 1->0 (in 3 different places of course)
Recompiled core shaders
Fix r_depth_debug
Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it
https://files.facepunch.com/sam/1b0711b1/tt3.png
Readjust depth bias on debug shaders for reverse depth
Fix shadow in reversed depth
https://files.facepunch.com/sam/1b0711b1/tt2.png
Adjust depth bias for gizmo shaders for the increased depth precision
Tiled light culling with reverse-z
SSR with inverted z ( Way more stable )
Fix (3D) Skybox with inverse depth range
Fix SSR backtracing on reverse depth
Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner
DoF with reverse depth
Shaders for reverse depth
Fix glass and decal overlays depth bias
Shaders with depth bias fixes
Fix glass and decal overlays depth bias
Remove references to menu chord
We don't have to worry about action sets right now
Store controller bindings in separate files
Use input sources for controller differentiation
Fetch controller poses (position & orientation)
DoF with reverse depth
Shaders for reverse depth
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it)
Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL
TextDialog cleanup
ControlSheet.AddRow just creates a ControlWidgetRow (single path)
Move ComponentSheetHeader to its own file
Now GameObjectTransformControl uses the new path, we don't need to manually align margins
MakeIdGuidsUnique returns a translation dictionary
Store prefab guid to instance guid translation table on prefab instance root GameObject
Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab
Add CloneConfig.PrefabVariables
Add PrefabFile.VariableList
Simplify prefab instance lookup object by id
Add PrefabScene.VariableCollection
Prefab variables end to end
Citizen/animgraph: improved scale_height parameter (see commit comments)
• tweaked input poses, especially the tall one (5% less legs, 5% more torso & arms)
• tweaked stride scaling: from 0,1,2 to -1,1,3 (this lets short characters cover much more ground, and helps prevent IK pops on tall characters)
• added a new weighted constraint to the procedural neck_clothing bone so that it won't flip anymore on extremely short characters (with e.g. jumpsuit outfit)
• scaling your height is now bouncy because it looks fun: https://files.facepunch.com/maxlebled/1b1111b1/sbox-dev_2024-06-11_11-58-31.mp4
Added an edge sharpening for blur (preserves edge) conttol
ditto
Add SubtractModelSpace to ModelAnimUtils, use it for AnimSubtractModelSpace
Add AnimSubtractModelSpace modeldoc node
Fix modelspace blending in SubtractPoses and AddPoses https://files.facepunch.com/layla/1b1111b1/sbox-dev_zpJENXQ2mT.mp4
Animgraph: Add modelspace blending support to Add and Subtract nodes https://files.facepunch.com/layla/1b1011b1/sbox-dev_DkWD1KYUFD.mp4
FPXR update, new actions manifest path format, temporarily remove knuckles bindings
DigitalAction -> BooleanAction, strip down input stuff, remove unnecessary refresh rate calculations
Strip down input stuff, we can just do everything by path
New actions manifest format
Context menu UI to add / remove inputs / outputs
Fixes Facepunch/sbox-issues#5625
Add Priority to CodeGeneratorAttribute - allows you to specify priority. Higher priority means the target method/property is wrapped first.
Fixed scene selection not updating when switching active scene
Scene tab fixes
- Fix scene tabs being invisible when restoring layout
- Save/restore scene tab position in window state
- Place new scene tabs with existing scene tab when possible
Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner
Fix (3D) Skybox with inverse depth range
Fix SSR backtracing on reverse depth
Example graph for model-space additive blending implementation
FPArms: new shared sprint in/out additive transitions
Add rib select to edge selection
Start splitting up half edge code to make it easier to maintain
Make C# hotspot editor a editor app, delete native version
Adjust depth bias for gizmo shaders for the increased depth precision
Tiled light culling with reverse-z
SSR with inverted z ( Way more stable )
Also only show push to talk input in push to talk activate mode
VoiceComponent.PushToTalkInput mark with InputAction attribute
Fix physics not using the correct per triangle (cell) surface for terrain https://files.facepunch.com/layla/1b0811b1/sbox-dev_KC7RvG3czd.mp4
Use solver hit normal when casting against heightfields, fixes player movement snagging on terrain
Ensure 4 surfaces are always set on terrain collision shape
Make sure GetTriangleMaterial doesn't index outside of materials array
Calculate dominant control map indices to use for per triangle surface indices
Set terrain collision surfaces to storage material surfaces
Allow shape surfaces to include null surfaces
Don't think we need this anymore, fixes NRE when trying to fullscreen game/scene viewports
Don't box select while trying to use orbit camera controls
Fixed ability to create an infinite destroy loop in QObject
ToolWindowManager: don't delete a window if we're removing it as a result of it being deleted
Add TypeLibrary.Create<T> that accepts args
Add GizmoInstance.Clear
Add DockManager.RaiseDock( Widget )
Move ShowCloseDialog to SceneEditorSession (it makes no sense on GameEditorSession)
EditorMainWindow exists during startup, but made visible after startup
Add Scene.Editor.FrameTo (replaces hacky "scene.frame" event) that doesn't work with multiple active scene sessions)
Make SceneEditorSession.Tick a member
Make SceneEditorSession .UpdateEditorTitle non static
Create a SceneDock for each open scene
Give playing scene tab a proper name
Add SceneEditorSession.BringToFront()
Don't try to save tool widget windows that have no name
Hide GameEditorSession + PrefabEditorSession , (its confusing people), refactor, document
Clean SceneViewWidget a bit
Use a different icon for prefab scenes