- Now supports drawing on a BaseLayer and OverlayLayer
- Terrain Tools displays a material palette in a sidebar
- Added C# API to sample terrain material at a given position
- Can now import multiple splatmaps at once mapping to texture indices ( [0, 3], [4, 7], etc.)
https://files.facepunch.com/antopilo/1b0511b1/sbox-dev_An6nbxpqe3.mp4
Recreating it works fine on Intel GPU, no issues on validation but didnt work on other cards, there is a better way to do this from native without dangling around
Fixes https://github.com/Facepunch/sbox-issues/issues/9675
Previous implementation of seamless UV was sampling tangent normal map 'as is', without transforming vectors to be inline with the UV rotation angle - which resulted into NdotL shading errors. This is now corrected and tangent vector accounts for UV rotation.
Terrain_SampleSeamlessUV now additionally returns a 2x2 rotation matrix which can be used to transform vectors and other data if necessary.
This also adds a function overload `Terrain_SampleSeamlessUV( float2 uv )` for cases when you don't need a rotation matrix. This will avoid breaking any shaders that rely on old implementation of this function
* 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>
* Make MSAA setting work on editor SceneRenderingWidgets
MSAA settings never worked with editor viewport, only on game tab, now with playmode it always takes highest MSAA value from hardware regardless of what
Two things from this PR:
* Pass current engine MSAA setting when creating SceneRenderingWidget swapchain
* Add callback when video settings are changed, recreate swapchain when so
Replicates fine for all SceneRenderingWidgets, applies instantly
https://files.facepunch.com/sampavlovic/1b0311b1/sbox-dev_bjEMrrYe71.mp4
* Push RenderMultisampleType_t nMSAAAmount on interop
* Fix default %project%/Assets/ location when saving prefabs + scenes
* Display error message box if it's not a valid assets location
* Tweak "File > Save" enabled conditions to match if they'll do something
* Fix vsnd playback skipping the first few milliseconds
only increment Time after everything else has finished happening, this fixes the first few milliseconds of audio being cut off
Ensure SamplesPerColumn is greater than 1, this fixes the waveaform being a solid line if a sound file was too short and the inspector was too wide
Fix subsequent playback skipping time by setting time to 0 after EditorUtility.PlaySound
Use SmoothDelta to fix inconsistent playback
Co-authored-by: DrakeFruit <foxflowgaming@gmail.com>
* Add r_max_anisotropy setting
Our anisotropy would default to the maximum value supported by hardware (16x), this trashes perf on my Intel B580, unreal does not even support above 8x
Unlike r_texturefilterinquality, it does not clog the renderer with user config samplers, r_max_anisotropy 1 has same result as trilinear rendering
Set default to 4, seems a good value
Not hooked up to UI
* Add r_max_anisotropy to quality_profiles
* ci triggers win64 and linuxamd64 workflows
* workflows upload their artifacts to gha
* sync workflow is on it's own runner and downloads the artifacts,
it then builds the filtered repo and uploads a full manifest to r2
* remove sync step from Deploy pipeline
* disable force push, the history should always match