- 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
* 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
* 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
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.
* 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.pnghttps://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.pnghttps://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.gifhttps://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.pnghttps://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>
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.
* 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
- 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
- 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.
* 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
* AmbientLight and Decals dont need ScreenPosition
* Clustered Culling can be done early since no longer depends on depth
* Update shaders
* Double depth slice count for clustered
* Clustered prototype
* Cleanup
* Cleanup, clustered culling uses switch case for readability, put generic math classes in math folder,
* Decals evaluate as a sphere, simpler, API for envmaps and lights dont take positionSs anymore
* Revert this shit on complex
* TiledCullingLayer > ClusteredCullingLayer
* Remove references to UseClusteredLighting/UseTiledLighting, just make it work everywhere
* Remove old tiled culling files
* Remove ClusterFrustum.hlsl since we have a generic one
* Remove OBB as we just test simple bounds for decal
* Final cleanups
* Remove references to tiled culling from native engine
* Adjust toolsvis for clustered
* Rename tiled culling references to clustered culling in render pipeline and tools visualization
* Build shaders
* Format
* Fix fog's near frustum cull plane and clustered warning from Mr. Copilot
* remove the last crumbs from tiled rendering
* Update shaders
* skybox rendering use ClusteredCullingLayer instead of TiledCullingLayer
* Volume fog still referencing MAX_LIGHTS_PER_TILE, should have it using clusters but slower for now
Added BlobData API which will serialize as a binary file blob.
> Useful for large data structure
```csharp
class MyBinaryData : BlobData
{
public override void Serialize( ref Writer writer )
{
writer.Stream.Write( 1337 );
}
public override void Deserialize( ref Reader reader )
{
int val = reader.Stream.Read<int>();
}
}
```
* Make SpriteBatchSceneObject shaders static, so we don't create them per instance
* Avoid per frame shader/material creation in PostProcessing
* Avoid per frame shader/material creation in HudPainter
* Move a few more compute shaders into static members
* Reduce allocations in NormalizeFilename
* Reduce string allocations in Material.FromShader
* Enable CA2000 in editorconfig
* Remove unused CaptureStdOut class
* Add missing dispose calls in Sandbox.Tools
* Add missing dispose calls in tests
* Add missing dispose calls in launchers
* Add missing dispose calls in Topten.RichtTextKit
* Add missing dispose calls in Engine
* Add missing dispose calls in SboxBuild
* Add nullchecks to a few dispose calls
* Fix more missing disposal calls and leaks
* Disable CA2000 for Textures
* Fix disposing too early in ImageFileTextureGenerator
* Fix disposing codec, ownership is transferred to animation
* Add missing using in ByteStream benchmark
* ! Check if uri is allowed in VideoPlayer
* ! Check if uri is allowed in VideoTextureLoader
* ! Check if uri is allowed in HttpImageLoader
* ! Use Sandbox.Http instead of Net.Http to ensure urls are checked
* Update GameControllerType_t to reflect SDL3's new enum ordering, fixes controller type for PS5 being malformed
* Improve controller_debug usefulness, output glyph vendor, controller type, some readings
We were only adding that prefix when publishing, so people joining servers would load both the published "package.library.x" and "package.x" assemblies.
this change also removes the max volume from volume settings, there's not really a reason to have one
Co-authored-by: DrakeFruit <foxflowgaming@gmail.com>
* Managed Tiled Culling Renderer
Moving everything to C#, nothing cleaned up but all constrained to the layer, just keeping same implementation making sure everything is fine
Stop gap for implementing Clustered Culling with a cleaner API, Tiled Culling API was made in a way that existing shaders dont break lighting when we upgrade versions
https://files.facepunch.com/sampavlovic/1b1811b1/sbox-dev_afOQK5V1Ux.mp4
* Clean up, remove statics even though this could be shared among views
* Format
* Fix transition background-image-tint
* Convert all CSS property aliases in one function to prevent code re-use elsewhere
* Make sure aliases are accepted when using `Panel.Style.Set()`
* Do this in Styles instead of PanelStyle so it also works with normal `Styles` class
---------
Co-authored-by: 766974616c79 <100430077+766974616c79@users.noreply.github.com>
Co-authored-by: Carson Kompon <carsokompo@gmail.com>
* UISystem ticks over WorldPanel and WorldInput components
* Obsolete WorldInput class (it does nothing now)
* Add basic VR support by default to WorldInput component
* Remove VRWorldInput from menu
* Remove dead VROverlayInput
---------
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
* Fix scene reference gizmos not showing up
* Fix links not pulsing when viewing a graph in play mode
* Fix undo system error when action graph gizmos are selected in scene view
* Fix warning about when a graph can be saved or not
* Fix some SerializedObject.IsValid / SerializedProperty.IsValid implementations
* Fixed errors in console when opening the node creation menu
* Fix possible error when dragging links during play mode
* Fix errors when opening some graphs that reference removed component types
* Strip action graph editor code from engine projects