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999 Commits over 1,096 Days - 0.04cph!

9 Months Ago
Native doesn't automatically mount everything from config/addons.json Menu shouldn't care about local packages/projects - non-editor doesn't load any of that Remove JumpList - we can try this again when we have a concrete idea of project workflow Remove "Content Mode", remove skip start screen - all content should be in a project, so why wouldn't you create/open a project New Game Project -> New Project - these are workspaces for any content really AssetSystem: Defer scanning new projects until they've all been added, and fix the counter Remove Change Project - there's not much sanity in trying to reset the entire engine state when we could simply restart the process -project command line is part of editor bootstrap not engine Hacky mark all games as inactive on bootstrap Consolidate project filesystem logic, call native directly instead of saving json and relying on it reading it File -> Quit prompts unsaved changes Dirty editor window title when scene modified, add renderer Move editor only code out of engine Project class Make sure we still mount content projects on startup Support opening non-game projects Batch rebuild content path / update assetsystem on bootstrap
9 Months Ago
Native resource Load methods should only be called from main thread, the resourcesystem has no idea what to do with a blocking load on a thread and will just crash
9 Months Ago
Each SceneMap has a unique SpawnGroupHandle, fixes crashes with multiple map instances (including 3d skyboxes) in scenes
9 Months Ago
AssetSystem.CreateResource - create empty json not kv3 since I removed the legacy kv3 path TerrainEditorTool use EditorTypeLibrary for paint tools
9 Months Ago
Fix a `ERROR: Reentrant call to CResourceSystem::FrameUpdate()` caused by some resource compilers using g_pRenderDevice->Present() to clean up resources, this was cascading into swapchain updates when the window was resized (which always happens at startup) - which then make another call to the resource system to free previous swapchain resources.
9 Months Ago
Fix infinite loop compiling games, sorry!
9 Months Ago
Check typedef before we try and use it PackageLoader: Don't add a package to loaded until we know the assemblies aren't going to throw
9 Months Ago
Graphics.Draw (RenderTools::DrawSceneObject) passes non-uniform scale to shader
9 Months Ago
Input action keybinds accept Tab Input actions setup MOUSE buttons correctly, also uppercase everything so it's consistent
9 Months Ago
Fix map 3d skyboxes lifecycle by making them map components Offset 3d skybox camera by skybox_reference position
9 Months Ago
git-blame-ignore dotnet format commit LineEdit: Enter key blurs the widget Bounding box editor tool Add ITerrainPaintTool for easily extensible terrain painting tools
10 Months Ago
Fix build
10 Months Ago
Fix imprecise degrees <-> radians which was causing bad quat <-> euler Rotation.Angles(): at singularities pitch should always be +-(π/2) A few more tests around euler angles at singularities
10 Months Ago
Time out if we can't connect to a host when joining a lobby
10 Months Ago
Delete all vmat_c except a few required ones - should build correctly on CI since contentbuilder fixes Registering textures here shouldn't be needed anymore
10 Months Ago
Less spaghetti on project initialization: only load user projects in editor mode, add & compile built-in first and only error then, remove dead code paths
10 Months Ago
EditorSplashScreen remove StaysOnTopHint - intrusive to all other OS windows and hides exception dialogs Bail starting tools if our base projects fail to compile because nothing will work and it's impossible to recover
10 Months Ago
Actually use the sky_camera offset/angle/scale in native
10 Months Ago
Delete unused 2d skybox tracking CSceneWorld::m_skyboxes Restore deleted 3d skybox view layers Delete SceneCamera.Skybox - this was a stupid way to do it Add internal SceneSkybox3D, create this from skybox_reference in SceneMapLoader using its own MapLoader SkyboxMapLoader loads 2d skybox
10 Months Ago
New project wizard creates a directory in your selected location instead of you explicitly selecting the location
10 Months Ago
Change EditorWindow.StateCookie so everyone on main gets a sane default layout reset on them when staging is flipped
10 Months Ago
Unused networking engine events Delete some unused VR specific stuff from scenesystem
10 Months Ago
Remove GameResources able to load from keyvalues Fix asserts/trying to make 0 width&height render targets on startup TryLoadGameResource catches exceptions as expected, doesn't brick your game if you have a malformed gameresource now
10 Months Ago
Terrain: Move mode selection to EditorTool overlay, component inspector is settings only dotnet format
10 Months Ago
Terrain: Import heightmaps PNG 8bit :( or RAW 8 or 16 bit
10 Months Ago
Terrain.RayIntersects transforms ray into local space Move brush list out of component editor, popup menu on brush preview Terrain: transform local normal by terrain world transform Editor tools can use SkiaSharp
10 Months Ago
Add wireframe button to scene toolbar
10 Months Ago
MapComponentMapLoader: prop_static is never in entity lump SceneMapLoader: don't create disabled lights MapComponentMapLoader: Static prop_physics are static
10 Months Ago
SceneSunLight -> SceneDirectionalLight - consistent with component and native name Terrain: Brush strength/invert to compute shader Revert "Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute" This reverts commit e9ddbb31c58de3596aeecacae6f1b77d45c2c338. CI or whatever should opt out of this, Hammer running resourcecompiler and probably other stuff needs a valid one. Null check model in AssetVideo
10 Months Ago
Hammer entity definitions can live on life support in Sandbox.Tools
10 Months Ago
Terrain size is stored on TerrainData, specify the total world size instead of confusing units per texel Fix grid axis colors being the wrong way Use Gizmo colors for grid axis & add SrgbGammaToLinear so the colors aren't fucked Document ComputeShader, remove obsolete, Dispatch throws exception for bad parameters instead of silently failing Terrain shader write to depth Brush preview works again Use compute shader to modify terrain heightmap instead of shitty interpolations on CPU Terrain: Use ShadowRenderType Lighter terrain grid
10 Months Ago
Implement attributes on ReflectionSerializedObject.SerializedProperty Move Terrain editor into an EditorTool ReflectionSerializedObject property SetValue<T> will convert value, catch exceptions TypeSerializedObject SerializedProperty.TryGetAsObject don't throw if null Brush settings widget window FloatControlWidget blurs entry on range slider drag Only modify terrain on mouse drag Change brush order, circle first
10 Months Ago
SceneOverlayWidget updates position when window is moved too Fixes sbox-issues/#4378
10 Months Ago
Gizmo shaders display in ToolsVis mode
10 Months Ago
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10 Months Ago
Fix and tidy up terrain data serialization
10 Months Ago
Clear QPixmap on create so it's not full of uninitialized data
10 Months Ago
Compress TerrainData heightmap/controlmap data with deflate, simple rle is probably best
10 Months Ago
Shadergraph: Transform Normal can output in tangent or world space (default is tangent to match material output) Don't save the file 9 times everytime in Asset.SaveToDisk Store TerrainData in a versioned gameresource with custom serialization, so we can reuse it in multiple scenes and not have absurd file sizes
10 Months Ago
When we dispose of a SceneCamera, queue the native volumetric fog to be disposed of at frame end since a render view with it is likely already queued
10 Months Ago
Unused server/client methods and gizmo instances Unused physics trace filters Language.Init() after we mount filesystem File watch for hotloading textures and localization files too
10 Months Ago
Fix ResolveTargetD3D11 srcBox limiting not accounting for offset on dest width min Graphics.GrabFrameTexture uses Graphics.Viewport Fix typos and inconsistent screen uv calc in postprocess shader
10 Months Ago
OnAwake/OnDestroy respect Component.ExecuteInEditor
10 Months Ago
Add InputContext for Scene.FixedUpdate so inputs are reliable when FPS is higher than the fixed update rate
11 Months Ago
Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias
11 Months Ago
Updater for "snaprotationangle" int -> float, so it stops fucking spamming Rewrite font manager to not use filename, instead uses font family name like normal css All ttf and otf font files are loaded from /fonts/ folder and mapped to their font family name, weight, style. This is likely to be a breaking change if you had weird named fonts. Stop scene first person camera shaking from continuous quaternion <-> angle conversions
11 Months Ago
Move CodeGenerator to Sandbox.System CodeGen: Set MemberIdent on wrapped properties Rewrite to [ConCmd] [ConVar], use new codegen, make scene games able to use them Load fonts from scene games filesystem too Log when can't find font, should help some people debug TransformControlWidget: Non-uniform scaling
11 Months Ago
Apply a depth bias to grid to stop z-fighting and make it render double sided https://files.facepunch.com/matt/1b1511b1/sbox-dev_vUfVeC7hKH.png
11 Months Ago
TabWidget.AddPage allow optional null properly Don't create a CVolumetricFogRenderer if enabled but there's no fog volumes SceneCamera is disposable, CameraComponent disposes it OnDestroy(), frees native resources mainly volumetric fog clipmaps Editor doesn't use volumetric clipmaps Check scene fog volumes not legacy ones
11 Months Ago
Terrain shader includes in terrain folder Terrain obeys its transform https://files.facepunch.com/matt/1b1511b1/sbox-dev_a95eXdB3HZ.png