18 Commits

Author SHA1 Message Date
Alex Guthrie
2157a88953 VR Cleanup (#3899) 2026-02-03 18:29:40 +00:00
ryleigh
074263fddb Add Snap To Frame option for particle sheet sequences (#3821) 2026-01-21 10:06:51 -08:00
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
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
Sam Pavlovic
c8a483ed6f Clustered Culling (#3755)
* 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
2026-01-15 13:56:11 -03:00
Lorenz Junglas
12affe5ccb Reduce material creations/allocations (#3766)
* 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
2026-01-14 08:40:37 +01:00
Lorenz Junglas
236b95e0ed Disposable diagnostic (#3693)
* 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
2026-01-12 21:59:15 +01:00
Lorenz Junglas
88442544c4 Use static Material & ComputeShader for SceneLineObject (#3703)
Use static default material if Material is not overridden.

Use static compute shader and dispatch with per instance attributes
2026-01-06 15:29:23 +01:00
Antoine Pilote
924bbb3fa9 Added sprite alpha cutout (#3667)
* Added AlphaCutout setting to opaque sprite

* Just store as uint and cast back to float when necessary, simpler that way

https://files.facepunch.com/antopilo/1b2311b1/sbox-dev_wEBQHQosGe.mp4

* Rename fogStrength var to packedFogAndAlpha

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Fix typo by copilot preventing from compiling

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Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2026-01-05 07:50:31 -08:00
James King
839c60100c Fix action graph editor regressions (#3590)
* 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
2026-01-05 10:34:52 +01:00
Antoine Pilote
9331f2bffa Fixed opaque & non-opaque sprite sorting (#3660) 2025-12-22 16:29:31 -08:00
Sol Williams
f22c6ee375 ServiceWorldRequests while async map load is unfinished 2025-12-17 11:13:50 +00:00
Andy
aa7f9e1965 Fix DebugOverlay.Text being culled when looking away from the scene origin 2025-12-12 11:02:22 +00:00
Lorenz Junglas
94bb6f886b Shutdown scene early (#3576)
* Destroy ActiveScene early during game shutdown
* Don't call into native when deleting scenemaps
2025-12-11 09:10:03 +01:00
sboxbot
ac7f12719b SceneModel changes (#3559)
* Expose GetBoneVelocity
* Document SceneModel.Bones, expose HasBoneOverrides
* Fix spelling
* GetBoneVelocity( int ), fix GetBoneVelocities assert

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Co-authored-by: yuberee <59583743+yuberee@users.noreply.github.com>
2025-12-07 10:26:48 +00:00
sboxbot
c292ee5333 Fix DebugOverlay.Text not rendering (#3550)
* Fix debug overlay text not rendering

* Moved transform init out of native block and improved comment for clarity

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Co-authored-by: Andy <10728824+andy013@users.noreply.github.com>
2025-12-04 10:21:56 +00:00
James King
6736a09ad8 Bone tracks, IK controls, character anim tools (#3021)
Documentation: https://sbox.game/dev/doc/systems/movie-maker/skeletal-animation/
2025-12-01 11:42:47 +01:00
s&box team
71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00