Commit Graph

31 Commits

Author SHA1 Message Date
sboxbot
187ac5a11a Fix 'Open in Editor' not working on hierarchy prefabs (#3504)
Co-authored-by: trende2001 <68961063+trende2001@users.noreply.github.com>
2025-11-30 18:06:02 +00:00
sboxbot
41a047c606 Fix can paste properties with invalid json (#3502)
Co-authored-by: 766974616c79 <100430077+766974616c79@users.noreply.github.com>
2025-11-30 17:36:40 +00:00
sboxbot
b637389840 Updated the button styles by moving the :hover rules into a nested selector to prevent future typo (#3501)
Co-authored-by: Tim Fedorchuk <tfedorchuk@redux.games>
2025-11-30 16:28:52 +00:00
Sam Pavlovic
920e3760bc Bunch of SSR fixes (#3481)
* Fix SSR not reprojecting correctly and drifting on downsample, reference original code and backport some of the stuff from motion vectors too, major cleanup

* Logic for RenderTarget.GetTemporary probably shouldn't ceil, causes a lot of drifting in SSR even though the logic is correct, can see downsampling up to 10 and still remaining sharp

https://files.facepunch.com/sampavlovic/1b2511b1/sbox-dev_dB9j5ipUTA.mp4

* Barriers are very strict on Intel ARC, make them explicit for SSAO and SSR, while at it make this logic for SSR simpler

For reference this is how it could appear on Intel ARC B580

https://files.facepunch.com/sampavlovic/1b2511b1/sbox-dev_UjkEGVD4k4.mp4

* CommandList.ResourceBarrierTransition for Textures/RenderTargets

* Fix Reflections_GetHitPositionReprojection while being aware of Motion::Get for future Motion Vector API, deal with temporal stability better

https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_He8gAbtPau.mp4

* Build shader

* Format
2025-11-28 14:35:05 -03:00
Sol Williams
4abac08bff AssetList: fix label clipping, use proper text eliding (#3480) 2025-11-28 12:49:09 +00:00
Sam Pavlovic
d753fa0e24 Vulkan Raytracing Support (#2409)
* Re-enable CreateBLAS in RenderDeviceVulkan

* Update SPVRemapper to suppot raytracing opcode remapping

* Null initialize BLAS on RenderMesh

* Clean proper to generate BLAS on mesh data loading

* SceneRaytracingSystem stub

* Glue SceneRaytracing

* Remove pipelines from SceneRaytracing for now, just do TLAS, tie it to SceneRaytracingSystem, updates only once per frame just like how we want in a clean way
https://files.facepunch.com/sampavlovic/1b0611b1/ngfx-ui_Ck3ckzQQFT.png

* Send Descriptor Set of Raytracing World to RenderAttribute

* RTAO example using RayQuery

* RayTracingShader API stub

* Set SM6.0 and dxlevel 120 as default

* Instead of making raytracing opt-in, add -nogpuraytracing to force disable it

* Add IRenderDevice::IsRayTracingSupported() to easily query support for it

* Fix IsRayTracingSupported()

* RTAO Adjustments

* Allow Rayquery through AS on Compute and Pixel shaders even if not optimal, avoids it crashing when acessing it on compute

* Strip CRaytraceSceneWorld to just generating TLAS, dont need anything else for now and we need a better way to handle UGC than what's there

* Bindless::RaytracingAccelerationStructure()

* Simplify interface too

* Stub for UpdateSkinnedForRaytracing

* Dotnet format and fix documentation, make RTAO run at correct stage

* Only support raytracing in tools mode for now

* Move raytracing stuff to Raytracing.hlsl

* Stub RTX shader

* Internal Raytracingshader and remove useless stuff exposed from it

* VfxProgramHasRenderShader should check for VFX_PROGRAM_RTX too, that's the source from everything else failing

* Add arbitrary entry point support to shaders, needed as RTX shaders use [shader("XXX")] instead of MainXXX directly

* RenderTools::TraceRays API, preliminary implementation, RTAO uses RaytracingShader

* Make RT support internal, allow RT on game

* Remove RaytracedAmbientOcclusion, will be on scenestaging when ready

* Update engine/Sandbox.Engine/Systems/Render/RayTracingShader.cs

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

* Fix rebase

* Update shaders

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2025-11-27 22:40:02 -03:00
Alex Guthrie
5c58563b6d VR Fixes 2 (#3458)
Improved error logging, crash fixes, and light menu tweaks
2025-11-27 13:54:25 +00:00
sboxbot
132f75f685 Fix AssetBrowser view mode persistence and icon update 2025-11-27 13:23:28 +00:00
Tony Ferguson
532113cd76 Update viewport from cookie when re-posessing game 2025-11-27 12:47:07 +00:00
sboxbot
00f4be8242 Add MaxLengthAttribute support to ListControlWidget (#3469)
ListControlWidget now respects the MaxLengthAttribute by disabling the add button when the collection reaches the specified maximum length. Also updated access rules to include MaxLengthAttribute.

Implements https://github.com/Facepunch/sbox-issues/issues/6361

Co-authored-by: Braxen <braxen@braxnet.org>
2025-11-27 08:37:33 +00:00
Matt
9895d42002 Clicking anywhere within ContentBlockHero brings up the create game modal 2025-11-26 18:21:59 +00:00
Garry Newman
79eebb54f9 Color mixer popup 2025-11-26 16:20:21 +00:00
Garry Newman
ab1ae86f88 Add ColorControl 2025-11-26 16:20:21 +00:00
Garry Newman
1595f035d2 TextEntry has tokenize turned off, strings can start with # 2025-11-26 16:20:21 +00:00
Garry Newman
07e1f7a2d4 Add EnumControl 2025-11-26 16:20:21 +00:00
Garry Newman
f4eedb345f ControlSheetRow.Property is a [Parameter] 2025-11-26 16:20:21 +00:00
Tony Ferguson
28c63a2b7b Give SceneViewWidget a background so it doesn't look so weird when fullscreening at a low resolution preset (#3457) 2025-11-26 16:12:12 +00:00
Sol Williams
80aa601771 Restore separate GameEditorSessions (#3453)
* SceneEditorSession: make game vs editor scenes more distinct, Scene is whichever is currently active

* Route prefab update, model reload etc events to both scenes if needed

* SceneTree update checking a bit cleaner

* Bring back GameEditorSessions instead, so undo, selection etc can all be linked 1:1 with scenes again

* tweak and tidy
2025-11-26 16:05:23 +00:00
Sam Pavlovic
b0e3a8d964 Terrain Fixes - Seamsless & Optimizations (#3442)
* Fix terrain seams and optimize

Overlap LODs by one step to fix holes in LOD transitions
Reuse vertices that exist on same key when building diamond square

https://files.facepunch.com/sampavlovic/1b2411b1/8mb.video-eW2-tNb22a60.mp4

* Add NoTile class and make terrain use it
https://files.facepunch.com/sampavlovic/1b2411b1/sbox-dev_R1FwUmLhvu.mp4
https://files.facepunch.com/sampavlovic/1b2411b1/sbox-dev_YhKyIwvhve.mp4

* Sure why not Mr. Robot
2025-11-26 15:49:41 +00:00
Lorenz Junglas
752b3584da Move menu code from lowercase to uppercase dir to fix sync (#3451) 2025-11-26 09:41:50 +01:00
Sam Pavlovic
7edb4cc404 Support instanced tint on Blendable and Material::From( i ) (#3449)
* Support instanced tint on Blendable and Material::From( i )

Blendable supports vertex tint color, but was initially intended for world geometry so there was no point in working with instance color, now works fine

https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_qkWlvBOXW8.png

* Build shaders
2025-11-26 04:10:12 -03:00
Tony Ferguson
77cc796498 Play mode: re-add game view resolution/ratio dropdown functionality 2025-11-25 21:51:54 +00:00
ryleigh
350b15e623 Prevent Camera Preview LookAt mode from exiting immediately (#3419) 2025-11-25 09:13:02 -08:00
Layla
8caa6f4861 Fix tool widget when no subtools (#3435) 2025-11-25 11:58:36 +00:00
Sol Williams
aff86e3ad2 Menu-in-editor fixes 2 (#3395)
* Skip menu editor code outside of the menu project
* Asset Browser: skip menu project assets in Everything and Recents
2025-11-24 15:20:04 +00:00
Carson Kompon
4c22db7c49 Fix not being able to "Paste as New Component" on prefab instances (#3432)
Resolves Facepunch/sbox-issues#9604
2025-11-24 08:55:28 -05:00
Lorenz Junglas
80593bb904 Move InterfaceControlWidget.cs to uppercase code dir 2025-11-24 12:19:28 +00:00
Carson Kompon
8b3cd0de79 Fix "Render Backface" toggle not working in Material made from ShaderGraph shaders (#3261) 2025-11-24 07:16:51 -05:00
Matt Stevens
0675def24c Add missing shader includes 2025-11-24 12:10:29 +00:00
Matt Stevens
7792af8dce .gitignore for public repo 2025-11-24 12:00:11 +00:00
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