628 Commits
Author SHA1 Message Date
SamukaandGitHub 94c20cae28 Add scroll lock key (#6617)
* add scroll lock

* localization
2026-06-04 16:50:18 +02:00
83c2a1be11 [Dependency] source generator part 2 (#6550)
* [Dependency] source generator

No more reflection, no more codegen at runtime

Also various changes to Roslyn helpers to make this easier to write.

Requires all types with dependencies to be partial and not have readonly dependency fields. An analyzer enforces this at warning level, the previous injection strategies have remained in the code *for now* as a fallback.

No fallback is available for [field: Dependency] properties, due to a Roslyn bug.

Code Fixes exist. We love Roslyn

* Apply dependencies generator changes to all code

* Release notes

* Preprocessor got hands

* Handle nullable dependencies

These are bad but gotta deal with it.

* Apply suggestions from code review

Co-authored-by: Moony <moony@hellomouse.net>

* Fine, let's not use collection expressions

---------

Co-authored-by: Moony <moony@hellomouse.net>
2026-05-08 12:38:33 +02:00
B_KirillandGitHub bbf199757c Fix VRAM leak in MapChunk edge rendering (#6441)
* Fix VRAM leak in MapChunk edge rendering

* Remove CheckGlError because it is called in each of the deletion methods

* Revert "Remove CheckGlError because it is called in each of the deletion methods"

This reverts commit a48ffd71aa.
2026-05-08 11:57:50 +02:00
f95a16cf2e Always clean up render handle state after overlay draws (#6508)
* Always clean up render handle state after overlay draws

* i just forgot to commit that part i guess

---------

Co-authored-by: mirrorcult <mirrorcult@pm.me>
2026-05-05 12:44:42 +02:00
AmyandGitHub 63f1d3b4a5 Report error string on create cursor failure (#6455)
report error string on create cursor failure
2026-03-14 22:28:29 -04:00
eoineoineoinandGitHub 5393cfab85 Avoid crashing client when reloading a shader with syntax errors (#6425) 2026-02-27 08:20:19 -05:00
PJB3005 e7f75ab35d Fix size of OSWindows on macOS (& probably Wayland)
The way SDL handles window coordinates passes through the native platform API's behavior instead of trying to make a consistent API, so the way sizes are handled on macOS is different.
2026-01-31 08:13:19 +01:00
PJB3005 02b64b7386 Show task bar progress bar for loading progress
Using the new API in SDL 3.4.0
2026-01-18 23:30:15 +01:00
PJB3005 36e5f10511 Update SDL3 to 3.4.0 2026-01-18 23:30:15 +01:00
Richard Van TasselandGitHub 93d14d55c7 Let viewport clear when eye is missing (#6379)
* Adds option to viewport to allow render target clearing if eye is missing

* on->when and add to IClydeViewport

* add to ClydeHeadless
2026-01-18 21:17:31 +01:00
PJB3005 d43c3f2caf Merge remote-tracking branch 'origin/master' into 25-11-01-cef-update 2025-12-27 01:50:23 +01:00
PJB3005 ad056e0b45 Add [NotContentImplementable] to client interfaces 2025-12-23 18:34:27 +01:00
B_KirillandGitHub 68609a94d8 Fix inverted clipboard error check in SDL3 (#6348) 2025-12-22 17:35:09 +01:00
PJB3005 095c5f58d9 Obliterate GLFW with an orbital strike 2025-12-15 22:45:39 +01:00
SzuntiandGitHub 899eef397c Make Caps Lock bindable (#6308) 2025-11-24 11:10:24 +01:00
PJB3005 b8ff394f73 Fix spamming startup error messages for projects without splash logo 2025-11-16 15:01:46 +01:00
3f19d25018 Box Simd (#6193)
* Box Simd

* Add 256 bit version of GetAABB

* Add AABB bechmarks

* No real diff between 128 & 256, so removing 256

| Method     | Mean      | Error     | StdDev    | Ratio |
|----------- |----------:|----------:|----------:|------:|
| GetAABB    | 5.8107 ns | 0.0154 ns | 0.0137 ns |  1.00 |
| GetAABB128 | 0.4927 ns | 0.0003 ns | 0.0002 ns |  0.08 |
| GetAABB256 | 0.4332 ns | 0.0006 ns | 0.0006 ns |  0.07 |

* Add Box2Rotated.Transform Benchmark

* Results

20% faster and much smaller code. Also I don't think it inlined RotateVec

* Add Matrix3x2Helper.TransformBox() benchmark

new:

| Method    | Mean     | Error     | StdDev    | Code Size |
|---------- |---------:|----------:|----------:|----------:|
| Transform | 2.463 ns | 0.0766 ns | 0.0679 ns |     216 B |

old:
| Method    | Mean     | Error     | StdDev    | Median   | Code Size |
|---------- |---------:|----------:|----------:|---------:|----------:|
| Transform | 9.469 ns | 0.2140 ns | 0.5408 ns | 9.206 ns |     621 B |

* Fix polygon constructor

* SlimPolygonBenchmark

* use new SimdHelper for other methods

* Fix bugs

* Use new methods

* Simd SlimPolygon.ComputeAABB

* Move simd transform to physics

* Cleanup

* Remove uneccesary Unsafe.SkipInit

* These tests all work on master

* Add Transform.MulSimd test

* Add SlimPolygon constructor tests

* Add ComputeAABB test

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-11-10 18:30:08 +11:00
PJB3005 602d7833a1 Initial macOS WebView support
This is a gigantic kerfuffle because Chromium expects a very specific directory & app bundle layout. Have to change a bunch of resource loading code to account for content development being launched from an app bundle, and also had to make automatic MSBuild tooling & a python script to generate such an app bundle
2025-11-09 00:06:16 +01:00
e49515956a Add a basic loading screen! (#6003)
* Added basic loading screen

* Make it look better!

* I forgor xD

* Fix test fails

* Add comment

* Removed unused import

* Only write to file if the number of sections changed

* Servers can now have their own settings

* Minor optionzation and rare colors

* Remove some of the cvars

* debug only loading messages

* Added a few more steps

* Only one section at a time

* nullable section name

* Lock out functions if finished

* Get rid of saving the ccvar

* Cleanup

* Forgot!

* A few tweaks

* Disable vsync

* remove colors

* remove outdated vsync functions

* Silly me xD

* What I get for trying to be clever... ;(

* Better seconds display

* Simplify drawing logic + it looks better

* Type does not need to be partial

* Make interface to expose to content

* Use correct define to gate showing debug info

Should be TOOLS instead of DEBUG

* Use appropriate exception type in BeginLoadingSection

* Fix exception when closing window during loading screen

Would try to stop the main loop before it exists.

* Rename CVars, put debug info behind CVar instead of conditional compilation.

* Add to RELEASE-NOTES.md

* Add UI scaling support

* Make ILoadingScreenManager fully internal

Didn't realize content can't touch it as it'd break the total amount of sections

* Don't re-enable vsync manually, GameController does it at the end of init

* Add command to show top load time usage.

* Improve verbosity of debug time tracking

More steps and some steps named better

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-10-30 00:38:59 +01:00
Pieter-Jan BriersandGitHub f3a3f564e1 System font API (#5393)
* System font API

This is a new API that allows operating system fonts to be loaded by the engine and used by content.

Fonts are provided in a flat list exposing all the relevant metadata. They are loaded from disk with a Load call.

Initial implementation is only for Windows DirectWrite.

* Load system fonts as memory mapped files if possible.

This allows sharing the font file memory with other processes which is always good.

* Use ArrayPool to reduce char array allocations

* Disable verbose logging

* Implement system font support on Linux via Fontconfig

* Implement macOS support

* Add "FREEDESKTOP" define constant

This is basically LINUX || FREEBSD. Though FreeBSD currently gets detected as LINUX too. Oh well.

* Compile out Fontconfig and CoreText system font backends when not on those platforms

* Don't add Fontconfig package dep on Mac/Windows

* Allow disabling system font support via CVar

Cuz why not.
2025-10-28 22:07:55 +01:00
MyraandGitHub 669b515ce6 Ensure that sdl3 is the fallback if unknown windowingAPI is specified (#6266)
* Ensure what sdl3 is a fallback if unknown windowingAPI is specified

Webedit ops

* I am blind
2025-10-23 23:43:57 +02:00
PJB3005 4b04081749 Fix Menu and NumpadDecimal key codes on SDL3
Fixes #6255
2025-10-16 14:39:08 +02:00
PJB3005 6fb9ff7554 Improve viewport leak logging
Shows name

Also fixes erroneous leak logging oops
2025-10-15 01:23:44 +02:00
PJB3005 4ab61b840a Remove compat mode forcing
Was broken and I'm moving it to the launcher
2025-09-26 15:02:57 +02:00
KaraandGitHub 94e60e0b10 More accurate & controllable pointlight attenuation (#6160)
* modify light attenuation function

* support for changing attenuation curve type + lots of docs

* this is what i defaulted to typing in a prototype, so i guess it should just be this instead

* Allow a continuous range of values between inverse and inversequadratic rather than two set curves

* calc is slang for calculator

* fix

* oops committed it at 1 while testing i think, values are balanced for 0
2025-09-18 16:58:35 +02:00
PJB3005 6115d6d5cc Give secondary window rendertextures names. 2025-09-13 01:21:22 +02:00
PJB3005 60d26be139 Add devwindow tab listing render targets
Copy TableContainer from content into engine. It's internal though.

Add various stuff to Clyde to allow the UI to access it. Includes a new IClydeInternal.RenderNow() which seems to not completely explode in my face.
2025-09-13 01:21:22 +02:00
PJB3005 ebe4538d4c Add viewport stuff for caching rendering resources properly.
Content nowadays has a bunch of Overlays that all cache IRenderTextures for various funny operations. These are all broken in the face of multiple viewports, as they need to be cached *per viewport*.

This commit adds an ID field & an event to allow content to properly handle these resources.

Also adds some debug commands
2025-09-07 00:38:55 +02:00
Pieter-Jan BriersandGitHub 5268a4a3f0 Move SDL3 binding to NuGet package (#6184)
I'm worried about the IDE performance overhead of the 20k lines of LibraryImport it generates into Robust.Client.

Also, this allows me to trim the binding, which saves a tiny amount of space from publishes. Always nice to have.
2025-09-04 18:44:49 +02:00
PJB3005 38d3b83818 Add display.max_fps CVar.
Applies when vsync is not enabled.

Had to shuffle stuff around to GameController since it involves the game loop.

The implementation isn't great and undershoots the target FPS value (because the OS overshoots the desired sleep value). I tried using SDL_DelayPrecise too but this causes significantly increased CPU usage probably because it spinwaits and all that nonsense, so I decided against it.

I don't know why I bothered to do this. I just got the idea in my head. Kinda feels like a waste of time, but there's no point not committing it at this point.
2025-09-02 22:05:28 +02:00
PJB3005 30d3367c50 Enable SDL3 by default on ARM64
Enough to unblock releasing ARM64 engines
2025-08-18 22:53:27 +02:00
PJB3005 20706870da Add SDL3 to DLL map 2025-08-17 16:39:34 +02:00
PJB3005 372fa39228 Merge branch 'dont-skip-leg-day' 2025-08-17 16:27:20 +02:00
PJB3005 7c16573f3e Force enable compat mode on Qualcomm Windows devices
Broken OpenGL driver.
2025-08-17 16:12:59 +02:00
PJB3005 c69756e7f1 Merge remote-tracking branch 'upstream/master' into dont-skip-leg-day 2025-08-07 21:27:41 +02:00
PJB3005 3de48d7595 Add more SDL3-exclusive mouse cursor shapes
They just fall back on GLFW.
2025-08-04 16:31:43 +02:00
PJB3005 ebce0daa1b Merge remote-tracking branch 'upstream/master' into dont-skip-leg-day 2025-07-28 20:54:36 +02:00
Pieter-Jan BriersandGitHub cdd3afaa4c Remove redundant custom math types (#6078)
Vector3, Vector4, Matrix4, and Quaternion are now gone. Use System.Numerics instead.

This commit is just replacing usages, cleaning up using declarations, and moving over the (couple) helpers that are actually important.
2025-07-23 01:15:27 +02:00
PJB3005 c876eb1f4c Fix TextInputSetRect not accounting for pixel ratio properly.
Fixes it being positioned wrong on macOS.
2025-07-20 19:51:09 +02:00
PJB3005 1037fc735e Make SDL3 file dialogs have parent window.
Somehow needed to avoid causing it to block on macOS.
2025-07-19 18:45:14 +02:00
PJB3005 93cf9f4227 Disable threaded window blit on macOS
Can probably do this on Linux too, but I didn't test that.

This feature is, fundamentally, a workaround to avoid WGL MakeCurrent() constantly breaking. The extra threading complexity is not a good thing on other platforms, so get rid of it.
2025-07-19 13:22:27 +02:00
PJB3005 d2977e2a63 Fix secondary window closing breaking rendering on macOS 2025-07-19 02:04:46 +02:00
PJB3005 a3f0ea19c4 Avoid WinBlit threads getting stuck forever when their window closes. 2025-07-19 00:42:31 +02:00
PJB3005 d9032b8757 Move some swapping code behind #ifdef
idk I just did this while debugging something and there's no harm committing it.
2025-07-19 00:42:00 +02:00
PJB3005 cba6e37f9f Fix SDL multiwindow freezing in some cases on macOS
Need SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH set, apparently.
2025-07-19 00:41:27 +02:00
AmyandGitHub 3aac92e4b2 soft only plz (#6030) 2025-06-17 18:56:44 +02:00
Perry FraserandGitHub 2983517e43 fix: don't try to set non-existent window icons (#6016) 2025-06-09 20:56:01 +02:00
PJB3005 4e7de2f272 File dialog fixes and improvements
File dialog requests can now specify the share and access mode they want out of the opened file. This means read-only access is now possible.

While doing this I noticed that the SDL3 backend had a memory leak *and* didn't match the behavior of the other backends. Cleaned up the code to avoid that.

In-engine commands that *can* specify read-only access on file open now do.
2025-05-24 16:38:01 +02:00
TayrtahnandGitHub 71df25b251 Cleanup warning in Clyde.Sprite (#5940) 2025-05-18 18:51:27 +10:00
TayrtahnandGitHub 3d8a9a41fa Combine TileChangedEvents in SetTiles (#5912)
* Combine TileChangedEvents in SetTiles

* Raise event after regenerating collision

* continue, not return

* No need for GetComponent

* Swap TileRef for Tile + Vector2i

* Estimate size of tileChanges
2025-05-15 20:22:05 +10:00