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22,417 Commits over 1,614 Days - 0.58cph!

22 Days Ago
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
22 Days Ago
Scene Delete: fix selection change causing wrong items to be deleted Fixes sbox-issues/issues/7457
22 Days Ago
Use IsValid() instead of null check
22 Days Ago
Fix NRE when trying to undo snapshot parent for scenes/prefabs
22 Days Ago
Constant nodes now have a "Preview" input in Subgraphs that is used to preview a default value for that input https://files.facepunch.com/CarsonKompon/2025/January/27_16-57-SociableMilkweedbug.mp4
22 Days Ago
Fix NRE when last gameobject in hierachy is dragged Fixes sbox-issues/issues/7456
22 Days Ago
Compile when initially loading a ShaderGraph file so you don't have to save to see the preview Trying to open a ShaderGraph file that's already open will bring the window to the front instead of throwing a warning Updating a DefaultValue on a Subgraph node will instantly reflect the changes
22 Days Ago
Improved undo system (#1775) **Goal:** Move away from snapshotting whole scenes as much as possible. Get rid of edit log, mouse up hack and other stuff. The documentation for the new system serves as a nice summary for the API changes added in this PR: https://docs.facepunch.com/doc/scene-undo-system-d4mhnmtil1 Changes: - Fixes a third of our undo actions, which were partially or completely broken - Removes EditLog and replaces it with scope based undo system. - UndoScopes define what objects and events are captured for undo. - Internal system automatically generates a minimal snapshot of all changes made and restores them on undo/redo - Full Scene is only captured when an Gameobject or Component is deleted. - This should make the new system faster and "snappier" - Removes the mouse up/undo accumulation hack; By adding `StartEdit/FinishEdit` events to our `ControlWidgets` & `SerializedObject`. Obsolete: - ISceneEditorSession.AddSelectionUndo & SceneEditorSession.OnEditLog - ISceneEditorSession.OnEditLog & SceneEditorSession.OnEditLog - ISceneEditorSession.RecordChange & SceneEditorSession.RecordChange - SceneEditorSession.PushUndoSelection - SceneEditorSession.FullUndoSnapshot - UndoSystem.SetSnapshotFunction - UndoSystem.Snapshot - GameObject.EditLog - Component.EditLog Resolves [#4477](sbox-issues/issues/4477)
22 Days Ago
EditorEvent fires whenever a subgraph is updated, reloading any open windows that reference the subgraph
22 Days Ago
Prefix undoscope functions with `With` Fix transforms being undone twice when restoring scene hierarchy on undo/redo Fix propertyeditstart/propertyeditfinish events on rotationcontrolwidget Fix undo for multi selection
22 Days Ago
Fix GraphCompiler pulling the cached input results from other graphs during preview compilation Add IParameterNode.GetDefaultValue(), used to pre-populate inputs on created sub-nodes Require input names on subgraphs, error when any are matching. Subgraphs within subgraphs now working as expected
22 Days Ago
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload Open our workshop item in browser upon a successful upload
22 Days Ago
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
22 Days Ago
Fix issues with graph nesting evaluation Fix attributes from parent graphs not being pulled in all cases. Do not expose parameters/attributes from subgraphs in final shaders
22 Days Ago
Modify recast/detour deacceleration logic to prevent overshooting of agent target position Add documentation for Acceleration property. Bump default acceleration.
22 Days Ago
Add SteamUgc Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
22 Days Ago
Fix NRE in PostClone
22 Days Ago
Make sure Result node returns default values when evaluating material/pixel output Ensure all variables/attributes are defined properly by changing some order. Fixes shader compile errors.
22 Days Ago
Bump nav agent ground trace distance
22 Days Ago
Add r_gpu_decals toggle
22 Days Ago
Skin applies new decals (uses non-shared rendering path so Decals::Apply has to be inserted here) https://files.facepunch.com/matt/1b2711b1/sbox-dev_PM9LtJUEwM.png Build shaders
22 Days Ago
Improve default nav agent ground trace logic Should improve ground detection behavior when passing under low height overhangs. Should also fix issues with clipping, when the navmesh geometry diverges too much from the actual physics geometry. Closes sbox-issues/issues/7432
22 Days Ago
Revert "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit 1fdcdeab689851f1093853faa8d8b4d6041d63f7. # Conflicts: # game/addons/base/Assets/postprocess/ObjectHighlight/objecthighlight.shader_c # game/addons/base/Assets/shaders/atmosphere_sky.shader_c # game/addons/base/Assets/shaders/blendable.shader_c # game/addons/base/Assets/shaders/foliage.shader_c # game/addons/base/Assets/shaders/fur.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_grid.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_line.shader_c # game/addons/base/Assets/shaders/glass.shader_c # game/addons/base/Assets/shaders/line.shader_c # game/addons/base/Assets/shaders/lpv_debug.shader_c # game/addons/base/Assets/shaders/sprite.shader_c # game/addons/base/Assets/shaders/terrain.shader_c # game/addons/base/Assets/shaders/terrain_brush.shader_c # game/addons/base/Assets/shaders/terrain_preview.shader_c # game/addons/base/Assets/shaders/tiled_light_culling_cs.shader_c # game/addons/base/Assets/shaders/ui_backdropfilter.shader_c # game/addons/base/Assets/shaders/ui_basic.shader_c # game/addons/base/Assets/shaders/ui_borderwrap.shader_c # game/addons/base/Assets/shaders/ui_cssbox.shader_c # game/addons/base/Assets/shaders/ui_cssshadow.shader_c # game/addons/base/Assets/shaders/ui_dropshadow.shader_c # game/addons/base/Assets/shaders/ui_filter.shader_c # game/addons/base/Assets/shaders/ui_text.shader_c # game/addons/base/Assets/shaders/vertex_color.shader_c # game/addons/base/Assets/shaders/water.shader_c # game/core/shaders/black_unlit.shader_c # game/core/shaders/cables.shader_c # game/core/shaders/complex.shader_c # game/core/shaders/complex_reflections.shader_c # game/core/shaders/cs_volumetric_fog.shader_c # game/core/shaders/debug_wireframe_2d.shader_c # game/core/shaders/decal.shader_c # game/core/shaders/depth_only.shader_c # game/core/shaders/eyeball.shader_c # game/core/shaders/generic.shader_c # game/core/shaders/hair.shader_c # game/core/shaders/post_process.shader_c # game/core/shaders/projected_decals.shader_c # game/core/shaders/projected_sheet_decals.shader_c # game/core/shaders/simple.shader_c # game/core/shaders/skin.shader_c # game/core/shaders/sky.shader_c # game/core/shaders/spritecard.shader_c # game/core/shaders/static_overlay.shader_c # game/core/shaders/tools_shading_complexity.shader_c # game/core/shaders/tools_solid.shader_c # game/core/shaders/tools_visualize_collision_mesh.shader_c # game/core/shaders/tools_wireframe.shader_c # game/core/shaders/ui.shader_c # game/core/shaders/visualize_cloth.shader_c # game/core/shaders/visualize_nav.shader_c # game/core/shaders/visualize_physics.shader_c # game/core/shaders/vr_tools_shading_complexity.shader_c Build shaders If we have any command line arguments from the Steam client (sbox.game -rungame), parse it via ISteamApps.GetLaunchCommandLine Expose Application.ShutdownUnitTest() Throws if not currently running a unit test Make sure it doesn't run in headless (errors out on dedicated server) Some tidy up - data table ReadFilter instead of other method, reset delta snapshot cache on owner change and after network refresh is received Add Simulate Packet Loss alongside Simulate Lag in editor network options - it's working for simulating outgoing lost packets from the host right now VR: Remove obsolete controller checking bools that nobody's using VR: Add IsHandTracked bool to VRController, update fpxr to 5cf7ff24f5b157166102c8e4898bb84b4accb952 VR: Add MotionRange to VRController.GetJoints, update fpxr to 8822f0461709fbd2eda8fe004d51af79d47e6aa9 e.g. ```csharp Input.VR.LeftHand.GetJoints( MotionRange.Hand ); // default Input.VR.LeftHand.GetJoints( MotionRange.Controller ); // tries to wrap hands around the controller ``` VR: Better controller interactions in menu, move panel to a more comfortable height Reapply "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit de7b93d17c7a036a567347794ca51163132ef42a. Reapply BATCH_FLAGS_CONTROLLING_COMBO_CHANGES for legacy shaders, accidentally removed binding lightmap for legacy shaders Initialize vertex output of lightmap uv when lightmapping is disabled Update drivers with bindless lightmaps & amd fix Humans/animgraph: added Sprint_NW & Sprint_NE Don't accept "game" command while Application.IsEditor Compute Shader Skinning (#1786) Calculate skinning in compute shader instead of vertex shader Compile shaders Can now right click on a Shader to "Create Material" from it. https://files.facepunch.com/CarsonKompon/2025/January/24_17-29-EmptyPony.png Fix typo in MaterialMenu add octohedral_encoding.fxc include Forward+ Decals (#1606) GPU driven tile culled decals that modify their surfaces PBR properties. No additional draw calls for any decals. * PBR modification: Albedo, Normal, Roughness, Metal, AO * Works with transparent surfaces as it's not projecting based on depth * Color Tinting + Opacity * Angle attenuation * Automatic sort order + override * Future compataibility with extra data flags to add 100 more things * Decal::Apply( ... ) API Make shaders compile with Vulkan 1.2, allows for wave ops instructions used in new SSR, etc Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics Bitch when variables are uninitialized in HLSL, can cause all sorts of weird undefined behavior in certain drivers Fix warnings on all shaders, remove D_EYE_WHITE (bullshit?) Avoid sampling diffuse cubemap for fog at lod0 to not have fireflies like in Eagle One Rain Demo Disable compute skinning temporarily while descriptor set crash is being debugged Mark used resources in buffered descriptor set a few frames in advance, they're being deleted while still used Texture Generators (#1779) * Add ResourceGenerator * Add ResourceGeneratorContext * Add TextureGenerator * Add Bitmap * Add Sandbox.Utility.ForAsync * Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup * Rename ControlSheetPopup to PopupEditor, * Add Color.Rgba16 (half based color) * Managed can override compiling of any resource * Add Texture.GetBitmap * Add transient filesystem in editor * Add Texture.IsError * Add Margin.IsNearlyZero * Fix asset picker ignoring AdditionalTypes * Add Widget.GetDescendants<T> * Add MainThread.Wait() * Expose TypeDescription.Order Fix Json exception when compiling texture Fix NRE in CreateBoneObjects Add VTexWriter - clean up the texture compile process In FloatBitMap_t::Pixel(, clamp the sample Allow non power of 2 textures in native compiletexture Update stb_dxt.h Add Bitmap.IsOpaque() Don't use stb for dx5 it's shit Automatically work out texture compression format Fix an issue where manually setting a NavMeshAgents position would result in race conditions at high framerates For example, this manifested when using CreateBoneObjects on a SkinnedModelRenderer owned by the agent's GameObject. Improve previous fix for NavAgent position glitching Make agents follow gameobject position while in editor Fix exception when couldn't parse resource as json Support texture sheets on light cookies https://files.facepunch.com/layla/1b2711b1/sbox-dev_bWCx2BHnZC.mp4 Make sure light probe texture gets set to a fallback if it's invalid Reduce JSON usage in GameObject.Clone (2) (#1787) We no longer converts the complete GameObject to and from JSON for cloning. JSON is only used as a last resort for complex properties we cannot clone directly. GameObject clones are up to 4 times faster Prefab clones are up to 2 times faster Almost the same as #1781 but includes fixes for a few edge cases: - Match old clone behavior and sort properties when cloning, turns out games can rely on that lol - Match old clone behavior and enable gameobjects before clone process is completed, games could rely on that - Fix edge case where the prefab lookup of clones of prefab instances would not point to the original prefab - Fix edge case when cloning prefabs that contain a nested prefab instance which has a variable that references the outer prefabs root Merge branch 'master' into improved-undo-system Refactor undscope creation Remove debug logs
23 Days Ago
Reduce JSON usage in GameObject.Clone (2) (#1787) We no longer converts the complete GameObject to and from JSON for cloning. JSON is only used as a last resort for complex properties we cannot clone directly. GameObject clones are up to 4 times faster Prefab clones are up to 2 times faster Almost the same as #1781 but includes fixes for a few edge cases: - Match old clone behavior and sort properties when cloning, turns out games can rely on that lol - Match old clone behavior and enable gameobjects before clone process is completed, games could rely on that - Fix edge case where the prefab lookup of clones of prefab instances would not point to the original prefab - Fix edge case when cloning prefabs that contain a nested prefab instance which has a variable that references the outer prefabs root
23 Days Ago
Make sure light probe texture gets set to a fallback if it's invalid
23 Days Ago
Support texture sheets on light cookies https://files.facepunch.com/layla/1b2711b1/sbox-dev_bWCx2BHnZC.mp4
24 Days Ago
Fix exception when couldn't parse resource as json
24 Days Ago
Make agents follow gameobject position while in editor
24 Days Ago
Improve previous fix for NavAgent position glitching
24 Days Ago
Fix an issue where manually setting a NavMeshAgents position would result in race conditions at high framerates For example, this manifested when using CreateBoneObjects on a SkinnedModelRenderer owned by the agent's GameObject.
24 Days Ago
Revert "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit 1fdcdeab689851f1093853faa8d8b4d6041d63f7. # Conflicts: # game/addons/base/Assets/postprocess/ObjectHighlight/objecthighlight.shader_c # game/addons/base/Assets/shaders/atmosphere_sky.shader_c # game/addons/base/Assets/shaders/blendable.shader_c # game/addons/base/Assets/shaders/foliage.shader_c # game/addons/base/Assets/shaders/fur.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_grid.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_line.shader_c # game/addons/base/Assets/shaders/glass.shader_c # game/addons/base/Assets/shaders/line.shader_c # game/addons/base/Assets/shaders/lpv_debug.shader_c # game/addons/base/Assets/shaders/sprite.shader_c # game/addons/base/Assets/shaders/terrain.shader_c # game/addons/base/Assets/shaders/terrain_brush.shader_c # game/addons/base/Assets/shaders/terrain_preview.shader_c # game/addons/base/Assets/shaders/tiled_light_culling_cs.shader_c # game/addons/base/Assets/shaders/ui_backdropfilter.shader_c # game/addons/base/Assets/shaders/ui_basic.shader_c # game/addons/base/Assets/shaders/ui_borderwrap.shader_c # game/addons/base/Assets/shaders/ui_cssbox.shader_c # game/addons/base/Assets/shaders/ui_cssshadow.shader_c # game/addons/base/Assets/shaders/ui_dropshadow.shader_c # game/addons/base/Assets/shaders/ui_filter.shader_c # game/addons/base/Assets/shaders/ui_text.shader_c # game/addons/base/Assets/shaders/vertex_color.shader_c # game/addons/base/Assets/shaders/water.shader_c # game/core/shaders/black_unlit.shader_c # game/core/shaders/cables.shader_c # game/core/shaders/complex.shader_c # game/core/shaders/complex_reflections.shader_c # game/core/shaders/cs_volumetric_fog.shader_c # game/core/shaders/debug_wireframe_2d.shader_c # game/core/shaders/decal.shader_c # game/core/shaders/depth_only.shader_c # game/core/shaders/eyeball.shader_c # game/core/shaders/generic.shader_c # game/core/shaders/hair.shader_c # game/core/shaders/post_process.shader_c # game/core/shaders/projected_decals.shader_c # game/core/shaders/projected_sheet_decals.shader_c # game/core/shaders/simple.shader_c # game/core/shaders/skin.shader_c # game/core/shaders/sky.shader_c # game/core/shaders/spritecard.shader_c # game/core/shaders/static_overlay.shader_c # game/core/shaders/tools_shading_complexity.shader_c # game/core/shaders/tools_solid.shader_c # game/core/shaders/tools_visualize_collision_mesh.shader_c # game/core/shaders/tools_wireframe.shader_c # game/core/shaders/ui.shader_c # game/core/shaders/visualize_cloth.shader_c # game/core/shaders/visualize_nav.shader_c # game/core/shaders/visualize_physics.shader_c # game/core/shaders/vr_tools_shading_complexity.shader_c Build shaders If we have any command line arguments from the Steam client (sbox.game -rungame), parse it via ISteamApps.GetLaunchCommandLine Expose Application.ShutdownUnitTest() Throws if not currently running a unit test Make sure it doesn't run in headless (errors out on dedicated server) Some tidy up - data table ReadFilter instead of other method, reset delta snapshot cache on owner change and after network refresh is received Add Simulate Packet Loss alongside Simulate Lag in editor network options - it's working for simulating outgoing lost packets from the host right now VR: Remove obsolete controller checking bools that nobody's using VR: Add IsHandTracked bool to VRController, update fpxr to 5cf7ff24f5b157166102c8e4898bb84b4accb952 VR: Add MotionRange to VRController.GetJoints, update fpxr to 8822f0461709fbd2eda8fe004d51af79d47e6aa9 e.g. ```csharp Input.VR.LeftHand.GetJoints( MotionRange.Hand ); // default Input.VR.LeftHand.GetJoints( MotionRange.Controller ); // tries to wrap hands around the controller ``` VR: Better controller interactions in menu, move panel to a more comfortable height Reapply "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit de7b93d17c7a036a567347794ca51163132ef42a. Reapply BATCH_FLAGS_CONTROLLING_COMBO_CHANGES for legacy shaders, accidentally removed binding lightmap for legacy shaders Initialize vertex output of lightmap uv when lightmapping is disabled Update drivers with bindless lightmaps & amd fix Humans/animgraph: added Sprint_NW & Sprint_NE Don't accept "game" command while Application.IsEditor Compute Shader Skinning (#1786) Calculate skinning in compute shader instead of vertex shader Compile shaders Can now right click on a Shader to "Create Material" from it. https://files.facepunch.com/CarsonKompon/2025/January/24_17-29-EmptyPony.png Fix typo in MaterialMenu add octohedral_encoding.fxc include Forward+ Decals (#1606) GPU driven tile culled decals that modify their surfaces PBR properties. No additional draw calls for any decals. * PBR modification: Albedo, Normal, Roughness, Metal, AO * Works with transparent surfaces as it's not projecting based on depth * Color Tinting + Opacity * Angle attenuation * Automatic sort order + override * Future compataibility with extra data flags to add 100 more things * Decal::Apply( ... ) API Make shaders compile with Vulkan 1.2, allows for wave ops instructions used in new SSR, etc Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics Bitch when variables are uninitialized in HLSL, can cause all sorts of weird undefined behavior in certain drivers Fix warnings on all shaders, remove D_EYE_WHITE (bullshit?) Avoid sampling diffuse cubemap for fog at lod0 to not have fireflies like in Eagle One Rain Demo Disable compute skinning temporarily while descriptor set crash is being debugged Mark used resources in buffered descriptor set a few frames in advance, they're being deleted while still used Texture Generators (#1779) * Add ResourceGenerator * Add ResourceGeneratorContext * Add TextureGenerator * Add Bitmap * Add Sandbox.Utility.ForAsync * Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup * Rename ControlSheetPopup to PopupEditor, * Add Color.Rgba16 (half based color) * Managed can override compiling of any resource * Add Texture.GetBitmap * Add transient filesystem in editor * Add Texture.IsError * Add Margin.IsNearlyZero * Fix asset picker ignoring AdditionalTypes * Add Widget.GetDescendants<T> * Add MainThread.Wait() * Expose TypeDescription.Order Fix Json exception when compiling texture Fix NRE in CreateBoneObjects Add VTexWriter - clean up the texture compile process In FloatBitMap_t::Pixel(, clamp the sample Allow non power of 2 textures in native compiletexture Update stb_dxt.h Add Bitmap.IsOpaque() Don't use stb for dx5 it's shit Automatically work out texture compression format Merge branch 'master' into json-free-clone2
24 Days Ago
Add VTexWriter - clean up the texture compile process In FloatBitMap_t::Pixel(, clamp the sample Allow non power of 2 textures in native compiletexture Update stb_dxt.h Add Bitmap.IsOpaque() Don't use stb for dx5 it's shit Automatically work out texture compression format
25 Days Ago
Fix Json exception when compiling texture Fix NRE in CreateBoneObjects
25 Days Ago
Texture Generators (#1779) * Add ResourceGenerator * Add ResourceGeneratorContext * Add TextureGenerator * Add Bitmap * Add Sandbox.Utility.ForAsync * Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup * Rename ControlSheetPopup to PopupEditor, * Add Color.Rgba16 (half based color) * Managed can override compiling of any resource * Add Texture.GetBitmap * Add transient filesystem in editor * Add Texture.IsError * Add Margin.IsNearlyZero * Fix asset picker ignoring AdditionalTypes * Add Widget.GetDescendants<T> * Add MainThread.Wait() * Expose TypeDescription.Order
25 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder Double height texturcontrolwidget Remove debug Add Bitmap.DrawText Clean up Lock FontManager cache when accessing Refactor Generated resources get weak cached in memory for re-use Cleanup floatbitmap, add LoadFromInMemoryTGA Load Bitmap.CreateFromBytes supports tga Better tooltips on TextureControlWidget Don't support mipmaps if npot (until we figure out how/why) Create Bitmap.Filters.cs Bitmap supports psd loading Fix a bunch of bitmap filters Add Margin.IsNearlyZero Fix blur/sharpen thinking the edge of the bitmap is the end Control widget tweaks Pass ResourceCompiler in ResourceGenerator options, allowing us to add references Fix asset picker ignoring AdditionalTypes Move ColorTextureGenerator Move RandomTextureGenerator to engine, allow normals creation Add Widget.GetDescendants<T> Expose OpenColorPopup on ColorControlWidget Add [TextureImagePath] - allows selecting an image or a texture Don't cache resource if hash changed while generating Expose CreateEmbeddedResource on TextureResource Bitmap.Rotate resizes the texture TextureControlWidget has shortcut buttons for selecting a file, or color Add bitmap SVG loader Return white for default colors, instead of transparent Add MainThread.Wait() Add EngineFileSystem.Mounted (!) Create TextTextureGenerator.cs Create RadialGradientTextureGenerator.cs Create LinearGradientTextureGenerator.cs Create ImageFileTextureGenerator.cs Expose Svg texture generator Expose TypeDescription.Order TextTextureGenerator tweaks Fix warnings and errors Use classname when setting ResourceGenerator Fix bitmap.clear not using floating point color Fix NRE in ImageFileTextureGenerator
25 Days Ago
Mark used resources in buffered descriptor set a few frames in advance, they're being deleted while still used
25 Days Ago
Disable compute skinning temporarily while descriptor set crash is being debugged
25 Days Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
25 Days Ago
Make shaders compile with Vulkan 1.2, allows for wave ops instructions used in new SSR, etc Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics Bitch when variables are uninitialized in HLSL, can cause all sorts of weird undefined behavior in certain drivers Fix warnings on all shaders, remove D_EYE_WHITE (bullshit?) Avoid sampling diffuse cubemap for fog at lod0 to not have fireflies like in Eagle One Rain Demo
25 Days Ago
Forward+ Decals (#1606) GPU driven tile culled decals that modify their surfaces PBR properties. No additional draw calls for any decals. * PBR modification: Albedo, Normal, Roughness, Metal, AO * Works with transparent surfaces as it's not projecting based on depth * Color Tinting + Opacity * Angle attenuation * Automatic sort order + override * Future compataibility with extra data flags to add 100 more things * Decal::Apply( ... ) API
25 Days Ago
Fix
25 Days Ago
Clean up, remove unused properties, destroy buffer, 64 decals per screen tile
25 Days Ago
Forward+ Decals GPU driven tile culled decals that modify their surfaces PBR properties. No additional draw calls for any decals. * PBR modification: Albedo, Normal, Roughness, Metal, AO * Works with transparent surfaces as it's not projecting based on depth * Color Tinting + Opacity * Angle attenuation * Automatic sort order + override * Future compataibility with extra data flags to add 100 more things * Decal::Apply( ... ) API
25 Days Ago
add octohedral_encoding.fxc include
25 Days Ago
Can now right click on a Shader to "Create Material" from it. https://files.facepunch.com/CarsonKompon/2025/January/24_17-29-EmptyPony.png Fix typo in MaterialMenu
25 Days Ago
GraphCompiler will now resolve inputs for parameters within subgraphs Make sure DefaultEditor draws the correct Default Value GraphCompiler now pulls the Default Value set on a SubgraphNode if input has no connection Fix infinite loop when saving some graph configurations Cleanup GraphCompiler.Result() and remove debug logs Fix DefaultEditor NRE Label default properties as "Default {x}" Fix Subgraph preview not compiling properly after new changes to GraphCompiler
25 Days Ago
Use classname when setting ResourceGenerator Fix bitmap.clear not using floating point color Fix NRE in ImageFileTextureGenerator
25 Days Ago
Add some more comments for things that will get removed once we delete the old undo system. Expose UndoScope via Scene.Editor Fix Typo
25 Days Ago
Fixed nesting issues with GraphCompiler and subgraphs
25 Days Ago
ShaderGraph GraphCompiler can now resolve the results of Subgraph nodes (only in a few cases at the moment) GraphCompiler now resolves nodes referenced in NodeResult.Func outputs when in subgraphs appropriately