Commit Graph

220 Commits

Author SHA1 Message Date
Matt Stevens
a7ef46cabb Collect memory usage as Process.WorkingSet64 instead of Process.PrivateMemorySize64 because that's what is actual RAM usage 2026-01-30 10:59:22 +00:00
Antoine Pilote
95d0af4972 Terrain buffer safety & api improvements (#3954)
* Added HasTerrain attribute for buffer overflow safety if reading terrain data before terrain has been initialized on the GPU

* Fix terrain leaking gpu buffer if disabled or deleted

Set HasTerrain flag to false once all terrains are gone

* Exposed more terrain helpers in TerrainCommon.hlsl

- GetWorldHeight
- IsInBounds
- SampleColor

* built shaders

* built terrain shader

* Changed Has() to terrainCount instead

* Make count 0 if disabling the last terrain

* built shaders
2026-01-30 01:02:34 +00:00
wheatleymf
d751b0451d Hi-res screenshots use global antialiasing setting
- Instead of hardcoded 16x multisampling, `screenshot_highres` will capture the screen with current MSAA value set by user
- Might be useful when user needs to take a hi-res screenshot with no antialiasing at all
2026-01-29 13:07:31 +01:00
Lorenz Junglas
8720116f34 Fix CalculatePath giving up early on complex paths (#3935)
UpdateSlicedFindPath may return InProgress status when pathfinding requires more iterations. Previously the code would only call it once and continue regardless of status, causing incomplete paths in complex scenarios. Now loops until pathfinding completes or fails.
2026-01-29 13:06:55 +01:00
Conna Wiles
791c5113cd Re-enable Animation Events when PlayerController is Enabled after being previously Disabled (#3942) 2026-01-29 12:03:36 +00:00
Lorenz Junglas
f69cd482fc Navmesh memory optimizations (#3916)
Cuts navmesh memory usage by at least 5 times  (about 3GB less in our benchmark scene), enabling much larger scenes to generate successfully.
Small Fish’s MSC scene (~3km x 3km) now generates fine, previously ran out of memory and crashed.
The new theoretical maximum for a navmeshed scene is now ~50km x 50km.

- Packed `CompactCell` data into a single 32-bit field (8 bytes -> 4 bytes).
- Added heightfield serialization + compression so `CompactHeightfield` can be stored/transferred as bytes, and tiles store compressed heightfield data instead of large voxel arrays.
  - **Heightfield serialization + compression is a prerequisite for navmesh baking.**
  - Tiles are decompressed when generating polymeshes (e.g., to adapt to area changes).
  - Compression adds a small overhead during navmesh generation.
- Fixed load sequence, now properly shows "Generating Navmesh..." in scene loading screen
- Reduced allocations during `PolyMesh` generation.
- Reduced the permanent memory usage of `PolyMesh`.
- Improved parallel tile generation; now properly limits the number of in-flight tasks to prevent OOM crashes.

Overall generation will be slower due to the extra compression step, I expect roughly ~30% in our benchmarks.
Basically, we're trading generation speed for drastically lower memory usage.

Some of the slowdown we will see in the benchmark is also due to the increased tile size. The larger tiles don’t actually make generation slower in real use, but they show up as "slower" because of how our benchmarks are designed/measured.
2026-01-28 19:23:08 +01:00
Sol Williams
4e85d0155c Fix CLoadingResource::FinalizeLoadRequest crash (#3911)
* Prevent premature loading resource cancellation from finalising cyclical dependencies
* GameResource.GetPromise returns null with empty path
2026-01-28 18:18:35 +00:00
Lorenz Junglas
997db6d283 Scene.PreCameraRender fixes (#3931)
* Readd ScenePanel hack I remove, turns out it's needed
* Don't create material every frame for bloom layer
Fixes main thread assert for mirrors
2026-01-28 16:09:03 +00:00
Tony Ferguson
5a9c566730 Configurable GameObjectSystems (#3871)
* Project Settings moved to a window (child of main editor window)
* Can configure [Property] marked GameObjectSystem properties in Project Settings
* Moved Project menu options to the top right of the editor, added quick-access Project Settings button
2026-01-28 15:30:52 +00:00
Sam Pavlovic
787e8b3399 Indirect Light Volume Fixes (#3920)
* Encode DDGI depth properly, use a proper cone instead of tightening the fibonacci and get radial depth correctly, this is the correct way to do this, remove DepthSharpness since we dont need it anymore, adjust contrast back to 1.0f since 2.0f is very opinionated

* Can specify if Indirect Light Probe is indoor or outdoor

* Get rid of these softening stuff for DDGI, the depth algorithm is correct, pass variance directly ( verify if will shit BC6H )

* Store Distance as uncompressed for now, we really need high precision for accurate variance

* Option for high quality bounces, do two passes to make sure that bottom-up rays are accurate, start doing calculation from ray from scene camera like Garry initially wanted if so

* shaders

* Readd DDGIVolume alias to not break prefab

* Accidentally sent wrong variance, corrected

* format
2026-01-28 14:47:34 +00:00
Lorenz Junglas
ffd6e074dd Fix crash when rendering envmaps during an active render pass (#3919)
* Fix crash in ScenePanel.DrawContent

Remove redundant `PreCameraRender()` call in `ScenePanel.DrawContent`.

It was crashing when nested inside another render pass, and `CameraComponent.RenderToTexture()` already handles it correctly.

* Never RenderEnvmaps if already in a render pass
2026-01-28 12:27:35 +00:00
Lorenz Junglas
e8ade27155 Fix crash on shutdown when main loop throws exception (#3924)
Environment.Exit triggers DLL unloading which causes native code to callback into managed after CLR shutdown.

Use Plat_ExitProcess instead which terminates immediately without running DLL destructors.
2026-01-28 12:52:05 +01:00
Conna Wiles
b3920fc8a1 Fix an issue where if a GameObjectSystem type doesn't exist on the client (older version) then it won't error when connecting to a server (#3922) 2026-01-28 11:29:45 +00:00
Conna Wiles
29502ddb34 Fix an issue with bots or "unowned" objects where IsProxy would return true instead of false (#3917) 2026-01-27 20:14:01 +00:00
Conna Wiles
409e519d31 Network Detach (#3905)
The host can detatch a networked object from networking - which is like network destroying it, except it stops networking and becomes a regular snapshot object (host can set NetworkMode to NetworkMode.Snapshot) even after its network spawned.
2026-01-27 21:02:03 +01:00
Lorenz Junglas
9178101094 Only generate ToolsTriangleList in editor (#3898)
PhysiscsTrace.UseRenderMeshes is now editor only
2026-01-27 19:39:52 +01:00
Conna Wiles
2f8d00a7ed Networking: Local Instance Id (#3912)
Every time we Join via New Instance, the new instance is given an new id - that id is used locally to determine the SteamId it gives the server (from some base SteamId for bots). This means you can properly test stuff like persistent data per SteamId rather than local instances using the same SteamId as the editor host. This is safe from spoofing though, because real servers and lobbies verify the SteamId the user provides.
2026-01-27 17:28:02 +00:00
Conna Wiles
3f0c69a2ea CodeGen Lambda Cache + More Network Optimizations (#3893) 2026-01-27 16:41:18 +00:00
Conna Wiles
70435c6cd5 Fixed Missing Large Network Files on Local Instance (#3907) 2026-01-27 16:37:57 +00:00
Sam Pavlovic
1fcec6a92e Indirect Baked Lighting - DDGI (#3420)
* DDGI stub with rasterized path

* Debug probes and fix stuff

* Simplify all of this, add system later

* Iterate, start integrate

* Integrate depth, allow copying depth to another format

* Iterate, fix depth, send ddgi volume data to gpu, start integrating on lighting compositing, almost there

* DDGIVolume gets bake button, doesnt bake automatically, correct transformation

* DDGI Visibility Tests wip

* DDGI Volumetric Fog
https://files.facepunch.com/sampavlovic/1b2911b1/sbox-dev_UCziuQjdTQ.mp4

* Fix ddgi depth integration, iterate

* Simplify this and correct octahedral coordinates seams

* Iterate

* Probe is 8x8, do normalization directly,  cleanup

* Bias probe position, visibility adjustments, make eveyrthing smoother

* Unify integration in SampleProbeData, still need to clean it further

* Unify integrate passes

* Add view bias and use border as per papers, fixes most distortion when using visibility at the same time
https://files.facepunch.com/sampavlovic/1b0411b1/sbox-dev_laDCpwFxk5.png

* Cleanup and fixes for border, cleanup sampling code too

* Proper compositing for DDGI for maps that have baked lighting already, could still have more thought to avoid uncessesary branching

* DDGI System, allow for multiple volumes in scene, cleanup
https://files.facepunch.com/sampavlovic/1b0711b1/sbox-dev_xcJUeit2s4.png
https://files.facepunch.com/sampavlovic/1b0711b1/sbox-dev_c59O7Bea6p.png

* Rebase fixes, the way to do this sucks

* Caching tests, Texture.GetPixels3D seems a bit messed

* ddgi.texturecache texturegenerator, much simpler, caches texture nicely and doesnt lead residues on ram after uploaded

* Add LPVDebugGrid on managed, make DDGIVolume use it, dont save cache texture on disable, works way faster than gizmos

* Update volume only if it's enabled

* DDGI on AmbientLight.hlsl

* Simplify and fixes

* ExtendToSceneBounds, rebake envmaps when bake finished, normalbias

* RENDER_DEFAULT_STATE_RASTERIZER probably shouldnt remove override of rasterizer state

* Cleanup

* [Pick] Fix TextureCompiler not compiling 3D textures properly, make Texture.GetBitmap work with 3D textures

* Add NoPrepassCulling, avoids "rays" from probes that are inside geometry from leaking light

https://files.facepunch.com/sampavlovic/1b1611b1/sbox-dev_bQfsZlWwop.png

* Final adjustments and cleanupj, name this Indirect Light Volume

* Indirect Light Volume prefab

* Remove log infos, adjust sliders

* Whoops

* format

* Rebase fix

* Re-apply the currently tracked cull mode so the override state binds immediately, makes sure that SetLayerNoCull works as intended

* Enqueue probes that affect geometry first, this gives quicker iteration results
https://files.facepunch.com/sampavlovic/1b1911b1/Screen_Recording_2026-01-19_at_16.16.36.mov

* float16 guards for ddgi_integrate, avoid NaNs

* Texture.Save supports volume textures

* DDGIVolume saves using the super nice Texture.Save api instead of texutre generator

* Do the same color punchy look thing we do for envmap probes in ddgi probes
https://files.facepunch.com/sampavlovic/1b1911b1/ezgif-13a1dd53fc7688fe.gif

* Don't save ddgi async, just do it directly

* DDGI editor icon
https://files.facepunch.com/sampavlovic/1b2011b1/F1I0KaZt5j.png

* Shaders

* Format

* Add EditorSystem.Camera

* Move texture creation to DDGIProbeUpdaterCubemapper, build probes in order from the camera, use async instead of an update

* Dont multiply DDGI diffuse by AO, that's done on the shadingmodel, this gives accurate multibounce as well

* Update probes sequentially again, makes sure results are consistent, if we do near camera again, should do it with same logic to keep probes that affect geometry first too

* Move NoPrepassCulling to RenderToCubeTexture, can't figure out why behaviour is different between these but solves light leak issue

* Fix overriding array not working for depth textures, make this clearer

* Overriden rasterizer state actually overrides when doing SetCullMode

* Rework border logic, should be seamless now

* Experiment with shadow sharpness being soft, with borders being fine the variance shadow map stuff from DDGI paper looks correct
https://files.facepunch.com/sampavlovic/1b2211b1/sbox-dev_UNTiRmJ7Fw.png

* Make Depth Sharpness a Property instead

* Delete copy_border shader, do everything within the same shader with groupshared memory, actually sample borders correctly, this reduces octahedral border aliasing to a minimum
https://files.facepunch.com/sampavlovic/1b2311b1/sbox-dev_FqPPpRZ6MD.png
https://files.facepunch.com/sampavlovic/1b2311b1/Source2Viewer_TiqGxdYWwX.png

* Distance calculations use unbiased probe-space position so when we move ddgi transform it doesnt fuck visibility up

* Make DDGI Debug Grid use gizmo pooling so it follows gizmo visibility rules (hidden when gizmos disabled, not in cubemaps)

* DDGI Relocation proto, Moves probes out of geometry to unfuck artifacts
https://files.facepunch.com/sampavlovic/1b2311b1/ezgif-1afaed4e1c2ac9a5.gif
https://files.facepunch.com/sampavlovic/1b2311b1/ezgif-11a3e64fd2952590.gif

* DDGI less contrasty

* Parallelize relocation

* More resilient tracing tests & give option to deactivate if probe is fully inside of geometry instead of relocating those fully occluded

* Simplify LPVDebugGrid, remove all the fucking mess from it

* Simplify DDGIVolume, hide all the bullshit

* VTexWriter allows to save as uncompressed, make Relocation texture uncompressed since we want alpha to be flags

* Add Graphics.FlushGPU
Forces the GPU to flush all pending commands and wait for completion.
Useful when you need to ensure GPU work is finished before proceeding.
Can be called outside of a render block.

* DDGIVolume uses Graphics.FlushGPU instead of dumb Task.Await, density goes up to 10, Debug Grid updates if we change probes

* Format

* Doubt we are going to use flags, just store alpha as active state directly, makes it more resilient to eventual compression

* Sprite was calculating offset incorrectly and causing ambient lighting to be fucked, fog was fucked too
https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_i3h4RcWncI.png

* DDGI should really be under Light not Misc

* Keep LPVDebugGrid render bounds infinite, SceneCusotmObject shouldnt change it from there

* Move RelocationTexture to same Generated behaviour so we dont override the property it while we are rendering, make probes default visible

* Remove shitty hack from scenecamera and make DDGIVolumeUpdater take scene renderattributes, makes DDGI bounces retrofeed from itself

Should fix terrain rendering being fucked in DDGI too

Will see to make this more generic

https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_uzXYN0Qzw6.png

* Make Energy Loss an attribute for DDGI, I prefer a more contrasty look but there are scenes where you'd want more accurate energy conservation, first picture is an example where energy loss contrast makes it look worse

https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_kdTH1qhEwR.png

https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_gMoRxorzV0.png

* Progress system can be toasts

* Clean up progress system, always available now via Application.Editor.

* Added Scene/Bake DDGI Volumes

* Changed DDGIVolume to IndirectLightVolume

* Refinement steps for probe relocation

* Kill existing bake if disabled or ticking bake again

* EnergyLoss is Contrast and increase max density, keep default contrast to the value I'm happy with

* Don't call it the implementation name to the user

* formet

* Build shaders

* Bind dummy DDGI_Volumes buffer as default on high level

---------

Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
2026-01-27 12:07:21 -03:00
Lorenz Junglas
35592e576b Ensure AsyncResourceLoader does not access the resource system during shutdown (#3904)
Speculative fix for the EnqueueResourceManifest crash reported on Sentry.

The crash occurs in a thread-interlocked compare-exchange operation:

```
ThreadInterlockedCompareExchange64
ThreadInterlockedCompareExchangePointer
CTSQueue<T>::InterlockedCompareExchangeNode
CTSQueue<T>::Push
CTSQueue<T>::PushItem
CResourceSystem::EnqueueResourceManifest
CResourceSystem::CreateResourceManifestInternal
Exports::g_pRsrcSystm_LoadResourceInManifest
```

The most likely cause of a ThreadInterlock failure is a null pointer. AFAIK the resource queue only becomes null during shutdown, so this crash is probably a race condition where managed code attempts to load a resource while the engine is shutting down.
2026-01-27 13:53:33 +00:00
nixx quality
3f5d3adef8 Update sbox-issues links 2026-01-27 13:23:43 +00:00
Lorenz Junglas
898a16e156 Optimize Json.Diff.ReorderAddedObjects (#3903)
Added a `ChildNode` field to `TrackedObject` to enable O(1) LinkedList operations instead of O(n) Find/Remove calls.

### Isolated worst-case benchmark (reverse dependency chain):

| Objects | Before | After | Speedup |
|---------|--------|-------|---------|
| 100 | 2.2ms | 183µs | **12x** |
| 500 | 197ms | 3.8ms | **51x** |
| 1000 | 1.6s | 11ms | **152x** |

Also uses 50% less memory.

### Full ApplyPatch benchmark:

| Size | Before | After | Change |
|------|--------|-------|--------|
| Medium | 962µs | 821µs | **+15%** |
| Large | 20.5ms | 13.2ms | **+36%** |
2026-01-26 19:58:15 +00:00
Antoine Pilote
36aa2a9f23 BlobDataSerializer is now stack based 2026-01-26 07:30:45 -08:00
Lorenz Junglas
75b5bd85c0 Fix ScreenRecorder not respecting framerate cvar (#3895)
I think this broke when porting the recording to managed. Fixed by adding a simple condition that drops frames if they arrive too fast.

Since we are recording at variable frame rate the resulting video will never match the exact framerate in the cvar, but it will also never exceed it.
2026-01-26 10:50:29 +01:00
Conna Wiles
9b93481d19 Use SendMessages API for Dedicated Servers (#3867) 2026-01-23 05:22:24 -08:00
James King
84bca30fa5 Movie Maker Maintenance (#3775)
* Add Ctrl+A select all shortcut for track list
* Simplify how raw sample data is stored in movie projects
* Add Create Missing References track context menu option
  * Creates GameObjects / Components for the track to target if they don't exist
* Support .movie resources that only contain compiled data
* Default to only root tracks being expanded
* Support List<T> in movies
* Clean up timeline view transform code, get vertical scroll bar working again
* Fix reversed focused check when clicking on a timeline track
* Timeline tick tweaks
2026-01-23 13:24:36 +01:00
Lorenz Junglas
ac6e176a0d Reduce smoothdamp usage in audio components (#3881)
* Add MathX.ExponentialDecay, similar to our C++ version of it
* Replace SmoothDamp usage in audio components with expdecay
2026-01-23 10:30:00 +01:00
Conna Wiles
68884635b2 More Networking Optimizations 2026-01-22 23:21:45 -08:00
Conna Wiles
abc10cfd8b No Refresh For Unspawned Networked Objects (#3886) 2026-01-22 23:01:36 -08:00
ryleigh
074263fddb Add Snap To Frame option for particle sheet sequences (#3821) 2026-01-21 10:06:51 -08:00
wheatleymf
7774ffc765 Add custom texture filtering to BeamEffect too
- Supports only texture filtering
- Clamp/wrap address mode is set using existing logic (set to `Clamp` only if "Travel" feature is enabled, in all other cases it's set to `Wrap`)
2026-01-21 10:53:14 +01:00
wheatleymf
96b2f0c9cc Custom filtering/address mode for line renderers
- Allows artists to control texture filtering (point/bilinear/trilinear/anisotropic) on line and trail renderers
- Obsoletes "Clamp" in SceneTrailObject's `TrailTextureConfig` struct, use `FilterMode` and `TextureAddressMode` properties instead. Default config will set anisotropic filtering with "wrap" UV address mode.
- No changes in line.shader, it still uses bindless sampler state. It is assigned from SceneLineObject.cs in `SamplerState` property's setter
2026-01-21 10:53:14 +01:00
Garry Newman
34990d7b56 IPressable Tooltips (#3858)
* IPressable can provide tooltips
* BaseChair supports tooltips
* Api++
2026-01-21 00:24:27 -08:00
Lorenz Junglas
68d49cf27c Catch EnqueueResourceManifest crash in managed (#3852)
Assert main thread in AsyncResourceLoader so we fail in managed instead of crashing in native.
Also make sure dispose is called on the mainthread.
2026-01-20 20:45:51 +01:00
Conna Wiles
e6dff304a2 Reduce Some Network Allocations (#3850) 2026-01-20 18:13:11 +00:00
Lorenz Junglas
9d072e6d89 Audio Optimizations (#3847)
- Auto-cleanup idle voice handles: Voice sound handles are now killed when player hasn't been talking for a while
- Audio Occlusion refactor: Moved occlusion calculation to a dedicated SoundOcclusionSystem GameObjectSystem for better organization
  - This now performs really well, so we could look into improving our occlusion calculation: proper damping when sound is transferred via wall, path tracing for occlusion etc. (will open a separate issue)
- Fix mixer early return bug: Fixed issue where mixer could return early, potentially skipping sounds
- Voice Component lipsync toggle: Added option to enable/disable lipsync processing on VoiceComponent
- Cheaper HRTF for voice audio: Disabled expensive bilinear interpolation for voice and certain other sounds in Steam Audio
- Editor MixerDetail perf: Skip frame updates on MixerDetail widget when not visible
- Reduced allocations in audio systems: Optimized away List and LINQ allocations in SoundOcclusionSystem, Listener, and SoundHandle.Source
- MP3 decoder buffer optimization: Improved buffer handling in native CAudioMixerWaveMP3 to reduce overhead

Depending on scenario can reduces audio frame time by up to 30%.
This should also drastically improve performance for games that use VOIP.
2026-01-20 18:48:09 +01:00
Conna Wiles
e4a3941aa7 Dedicated Server Improvements 2026-01-20 13:54:17 +00:00
Conna Wiles
22b7c9e494 Add wrapper method overload for single array type (#3834) 2026-01-20 13:53:19 +00:00
Carson Kompon
5eba504807 Fix having to restart after purchasing a new Clothing Item (#3835)
This properly updates the inventory's state after purchasing new item(s). It also updates related UI panels instantly through their BuildHash.
2026-01-20 08:47:53 -05:00
Layla
ba68a30357 Mapping tools apply hotspot (#3828) 2026-01-20 12:38:53 +00:00
Alex Guthrie
c88293e5b8 Editor gizmo selection (#3794) 2026-01-19 19:47:25 +00:00
Sol Williams
78d4b25319 SceneEditorSession.Resolve works with hammer sessions (#3827)
resolves Facepunch/sbox-issues#9880
2026-01-19 15:41:41 +00:00
sboxbot
4896eece62 Restrict client object destroying option (Networking) (#3816) 2026-01-19 15:35:13 +00:00
Carson Kompon
54429f0a13 Fix Press events on child GameObjects being sent to the parent if it has a rigidbody (#3811) 2026-01-19 07:55:21 -05:00
Garry Newman
e236b70845 Fix EnvmapProbe not working in asset preview scenes (because Mode wasn't set explicitly) 2026-01-19 12:31:15 +00:00
Conna Wiles
967e9b6808 SCSS Mixin Support (#3815) 2026-01-19 11:58:24 +00:00
sboxbot
66962235d0 Localized Particle Velocity Fixes (#3808)
* localize particle velocity properly

same method as localizing position

* localize initial velocity using the 0th delta of `LocalSpace`

This is consistent with what you see in the editor, there's no indication that `LocalSpace` only applies the later movements of the particle and not everything in the movement feature.

* localize `ConstantMovement` as well

---------

Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com>
2026-01-19 11:23:05 +00:00
sboxbot
ea65f915d2 Fix UseInputControls disabling lookat controls on PlayerController (#3822)
Co-authored-by: Balandjin Alexandre
2026-01-19 10:03:26 +00:00
Sam Pavlovic
9066f38917 Added baking to EnvmapProbe
* Added ability to bake envmap textures
* Added Scene.Editor.GetSceneFolder() - allows saving baked resources for scene
* Envmaps are represented with a shiny sphere now instead of a handle
* Fixed Enum Dropdown being the wrong color
* Added [EnumButtonGroup]
* Added GroupButtonControlWidget
* Added Editor.EditorSystem (accessible via Application.Editor)
* Can place [Menu] attributes in game code (was previously in tools only)
* Added "Scene/Bake Envmaps" option
2026-01-19 08:09:13 +00:00