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978 Commits over 610 Days - 0.07cph!

25 Minutes Ago
Cache all gameobject bounds, fit parent bounds to children Readback runs callback, applies culling to sceneobject (tho we should really apply this per-view) Rather than clamping to viewport, if all corners of bbox are off-screen, cull the object
Today
Clean up
Today
Flush
Today
Cache GameObject bounds Fix a few things inside occlusion culling render layer Wrap occlusion objects inside a record Remove more native occlusion culling stuff
Today
Initial Use spheres so we only have to send a single list of vec4s over Gather objects Split logic into COcclusionCullingStandard Change order, gather correctly, readback, count visible + culled objects Reject occluded objects, tweak gather & shader Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug Put debug spew behind convar, tweak shader Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks Start moving all this over to managed, we can benefit from various things here
2 Days Ago
Initial Use spheres so we only have to send a single list of vec4s over Gather objects Split logic into COcclusionCullingStandard Change order, gather correctly, readback, count visible + culled objects Reject occluded objects, tweak gather & shader Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug Put debug spew behind convar, tweak shader Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks
5 Days Ago
Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks
5 Days Ago
Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling
6 Days Ago
Put debug spew behind convar Shader tweaks Not perfect yet, but definitely a step in the right direction https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_J85xCR3e3b.mp4
7 Days Ago
Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug
8 Days Ago
Reject occluded objects, tweak gather & shader Quite conservative right now and not perfect
8 Days Ago
Change order, gather correctly, readback, count visible + culled objects
12 Days Ago
This makes more sense Gather objects Split logic into COcclusionCullingStandard
15 Days Ago
Use spheres so we only have to send a single list of vec4s over
15 Days Ago
Initial
19 Days Ago
UI: Set Button.Active inside TabContainer rather than setting active class directly (consistent with ButtonGroup)
19 Days Ago
UI: Fix worldpanel filters, save off default viewport Z range when setting a render target (solves depth issues after pushing/popping worldpanel filters) https://files.facepunch.com/alexguthrie/1b2911b1/sbox-dev_Nl7AwCZeb5.mp4
28 Days Ago
VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
28 Days Ago
Improved checks inside HasHeadset
28 Days Ago
UI: Expose UI.WorldInput.Hovered inside WorldInput component
28 Days Ago
VR: check for headset in PreInit() instead of Init()
28 Days Ago
VR: init g_pVrSystem before finishing material system setup
41 Days Ago
Update Facepunch.XR to 1dce6d64669f0c19b0e43936bf53b1770d50a6f8, cache HasHeadset value Don't build VR Toggle Widget if there's no headset or runtime
41 Days Ago
Check if we can actually init OpenXR when calling HasHeadset - makes the call more expensive(!) but more accurate
41 Days Ago
Update Facepunch.XR and defs to 24b8e70e5c89d04b3f42d8b022bf97e05b82349f, adds check for headset/runtime availablity VR initialization changes - always load VR extensions if there's a runtime and headset available, so we can init mid-session Editor: Make ToggleSwitch look nicer Add toggle switch in editor for VR https://files.facepunch.com/alexguthrie/1b0711b1/sbox-dev_k3x5LXNKca.png
41 Days Ago
Add HasHeadset() check
42 Days Ago
Remove unused OpenXR launch environment variables Update Facepunch.XR to ec56d1c119e0251cbc105be8a26792e266b68ed3, fixes some minor launching issues VR hand component fixes VR world input component Remove unused VR bits in MenuSystem Basic VR scene menu, loads automatically if VR is enabled
42 Days Ago
Additional checks when loading JSON bindings, don't poll for hand tracking if instance doesn't support it, make sure we have an instance
43 Days Ago
Clean up EditorUtility.PlayAssetSound a bit Ignore edging when drawing text outlines, helps with `font-smooth: never;` in combination with `text-stroke` Facepunch/sbox-issues/issues/6764
43 Days Ago
EditorUtility.PlayAssetSound supports sound events Asset browser: Play overlay for sounds
44 Days Ago
Asset browser: double clicking a folder in the left pane expands it + highlight current folder in sidebar Asset browser: Re-build sidebar locations when we make a new folder Asset browser: can highlight scene file by right clicking the tab https://files.facepunch.com/alexguthrie/1b0411b1/sbox-dev_glaXsIVvIP.mp4
47 Days Ago
Get rid of map Update sbproj Don't tick this if we're not in VR Remove old VR stuff
48 Days Ago
Update Facepunch.XR to match commit 5cb9da3f30cde711d40b872e8b37e29c6f1dfbfe API fixes
48 Days Ago
Don't crash if we fail to open bindings JSON file PollEvents() returns NO_SESSION_RUNNING if a session isn't attached
49 Days Ago
Initial VR scene for main menu https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png UI: Fix worldpanel depth issues, treat worldpanel roots as layers Render VR menu at 4k, scale down to fit Basic VR world input component, menu works properly https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4 Line hands up better in VR menu scene Quick little test map just so I'm not staring at an orange texture
50 Days Ago
Mouse back/forward buttons in asset browser Clean up history logic a bit
50 Days Ago
Fix warning
50 Days Ago
Add "Go To Folder" in recents
50 Days Ago
Fix compiled asset filtering
51 Days Ago
Don't hide compiled assets if no source file is available
51 Days Ago
Show 'open with' dialog if we can't open a file Set hammer material when selected (both in cloud and asset browsers) Moving selected facet dropdown entry fetches from current facet entries rather than copying
51 Days Ago
Add flat view back
51 Days Ago
Add 'copy absolute path' option Find root paths automatically instead of just using current project Show base, citizen, and core Better sidebar separation Hide cloud browser when not requested Limit file count for now, need pagination Docs
54 Days Ago
Remove logs
54 Days Ago
Asset Browser 2 (#1670)
54 Days Ago
Fix obj/ files still showing up in some places (I had this in the wrong place entirely 🤦‍♂️)
54 Days Ago
Direct check for EditorUtility.IsCodeFolder
54 Days Ago
Initial Assets have colors Preview tweaks Search widget Asset popup, will turn this into something more tooltip-oriented later Split left / split right Chips from tags Tweak styling, move current project to top of asset locations list Implement chip tag filtering Initial cloud browser, separate from asset browser Initial tabbed asset picker w/ both local and cloud assets Asset type picker Renames, deletes, duplicates handled by IAssetListEntry Clean up Implement `t:vmdl`/`t:vmat`/etc. and filters Implement Everything & Recents Cloud browser uses facets to select type - hide picker on search bar Fix warnings Fix FindItemsThatStartWith Sort recents properly Display "Everything" / "Recents" in address bar when those are active Show asset name if only deleting one asset https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png Show file name + extension Use project root path as root for asset browser stuff Hide hidden files & folders Icons for assets, code, libraries, exports, localization, projectsettings folders https://files.facepunch.com/alexguthrie/1b2211b1/sbox-dev_vj4aOCIDDr.png Hide .sbox folder Open non-asset files (e.g. .cs files) when double clicked too New generic file context menu (for any non-asset type - .cs, .scss, .razor, etc.) Implement OnContextMenu in FolderNode Navigate to code files using selected code editor should prefer an active / open solution Hide obj/ folder in code directories Add support for drag-dropping assets / folders / etc. Top of asset locations list shows favorites again Favorites -> pins, hide node if it hasn't got any entries, hide obj/ folder in tree view Doesn't refresh properly when going from no entries to some entries yet Docs Fixed searching through everything/recents Show pins in tree when there are some added Rebase fixes Fix warnings
55 Days Ago
Fix warnings
55 Days Ago
Rebase fixes