240,749 Commits over 3,867 Days - 2.59cph!

12 Months Ago
MethodBinder works
12 Months Ago
Exclude .mayaSwatches from main repository too
12 Months Ago
Terrain>mesh converter into 3rd party
12 Months Ago
Terrain refining Fixed some rock_formation_small_x not having shore wetness
12 Months Ago
Remove all compiled content that is now excluded by .gitignore
12 Months Ago
merge into jobs
12 Months Ago
merge from main
12 Months Ago
3p rifle aim pose, lr300 override updates
12 Months Ago
WIP MethodBinder progress
12 Months Ago
[pick] Fix Graphics.GenerateMipMaps downsampling an invalid mip at the end
12 Months Ago
Post processing icons Outline Highlight
12 Months Ago
exported 3p rifle jogging set of anims
12 Months Ago
Codegen Attributes (#1299) * Initial tests for static call wrap * Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead * Support CodeGenType.Instance with CodeGenType.WrapCall * Added first version of WrapSet/WrapGet * Unit test stubs * Don't pass value for get accessor.. * Cast to original return type in get accessor when wrapping * Tests build * Let CodeGenType.WrapCall proxies return their own values. They can simple do "return resume();" if they wanna keep intended behavior, so we can also wrap methods that don't just return void * Fixed a bug with static set/get wrap codegen not passing correct method name. Now support also adding [CodeGen] attributes directly to a method or property bypassing an attribute alias, these don't require setting the Instance/Static flags. * Use nameof where possible * Fixed tests for WrapSet/WrapGet * Improve documentation * Improve docs for CodeGenAttribute * More documentation * Fixed logic in WrapSet * Added method validation. Compiler will let you know what methods you're missing when using CodeGen and what types, return types etc they need * Add some extra tests * Only allow CodeGen on custom attributes. Tidy up. CallbackName for CodeGenType.Static is the actual fully qualified name of static method to call * Auto generate backing fields for properties. Pass current value in WrapGet callbacks. Set backing field before calling WrapSet callbacks. Update method validation error prints appropriately * Fixed ValidatePropertyCallback * Can now propertly wrap setters/getters. Setter callback passes Action<T> you can call to run default behavior * Fix error if value statement empty * Update tests * Fix TestWrapSet * Run WrapSet and WrapGet if both are specified. When passing to static callback always pass propertyName or methodName as fully qualified name. * Support type argument for return type and Func param * Nicer error when can't find type to invoke on for passed callback name * CodeGeneratorFlags/CodeGeneratorAttribute renaming * Update tests * WrapPropertySet, WrapPropertyGet, WrapMethod * Fix tests + fix issues with props that only have set; or get; * No need to wrap getValue() body in {} as already have them * Use SemanticModel.LookupSymbols to find and validate methods taking inheritance into account * Remove leftover test code
12 Months Ago
Remove leftover test code
12 Months Ago
Turns out none of this stuff was needed because I'd already coded it
12 Months Ago
merge from main -> backpacks
12 Months Ago
SWR swap fix
12 Months Ago
Optimized compile for gizmo_line and gizmo_sprite, fixes on Vulkan
12 Months Ago
Added some post processing components
12 Months Ago
Tiny fix for compile error in "Core/Generic" shader
12 Months Ago
.gitignore: ignore all compiled content except shaders
12 Months Ago
Cherrypicked bypass procedural spawn.
12 Months Ago
.gitignore: ignore all compiled content except shaders
12 Months Ago
3p rifle stance mask updates
12 Months Ago
lr300 - weapon prefab and override controller updates
12 Months Ago
holster position updates for a few rifles
12 Months Ago
Add bypass procedural spawn checkbox
12 Months Ago
Align player clientside forward to serverside forward on spawn.
12 Months Ago
Uncomment this stuff with updated vulkan headers 32 bit depth buffer doesn't imply reverse depth Pixel center always 0.5f
12 Months Ago
Try to load last opened scene on startup
12 Months Ago
Fix serialization changing component order
12 Months Ago
Panel Components (#23)
12 Months Ago
Cleanup
12 Months Ago
Update OpenVR from 1.16.8 to 1.26.7 (latest)
12 Months Ago
Restore content unloading, but behind convar gmod_unload_test, defaults to 0
12 Months Ago
Delete VR project Simplify MaterialSystem2 VR code, don't do any native VR setup Initial basic managed openvr setup - just logs hmd position to console for now Debug all tracked devices Skeletal input data Actions, action sets, action state, analog input data Move native wrapper functions into VRNative class Rename enum values Remove unused input source strings Hook up compositor, settings, device properties & info Move constants Move a bunch of stuff in VRNative, clean up Move VR stuff over to Sandbox.Engine, start deleting old VRGlue - breaks VROverlay for now Only init if -vr specified, ensure active Init overlay, bindings for dashboard visible & drawing controllers Move vr-specific input into Sandbox.Engine Proper way of converting matrices from steamvr -> sbox, push test hmd data to game C# has control over whether vr is enabled Also add `vr_enabled` concmd so that we can test toggling VR at runtime IsLeftHandDominant, Enabled TriggerHapticVibration Document TrackedDevice, remove unused, update skeletal data Move VR class into Sandbox.Engine (forwarded to Sandbox.Game) and respect anchor for tracked transforms Compositor submit bindings, cleanup Submit all the info we need to camera renderer + start rewriting stereo rendering Deleted subviews, crossed/nohmd stereo modes, auto-fidelity, no longer uses multiview instancing Clean up Initial managed VR / stereo rendering logic Remove tracked device debug spew SceneCamera.RenderStereo, allow eye targeting Build & override camera frustum based on params provided by steamvr Clean up unused shit Remove native SetupStereoFrustums Remove unused camerarenderer stage RenderStereo uses correct view flags etc., clean up Render each eye into separate scratch targets and then blit into combined texture until I can figure out why this is broken Initial compositor submit, Vulkan only for now Transition texture to VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL Poll events & get poses correctly Check error inside PollEvents Clear first draw Don't do blit copy for each eye (works as long as `r_aoproxy_enable 00`) https://files.facepunch.com/alexguthrie/1b1311b1/qrenderdoc_wLfY06ol2a.png Submit & impl submit for DX11 Fix VRCompositorError_SharedTexturesNotSupported on dx11 Tidy up submit logic Simplify submit function even more Bind GetLastPoses Wtf I thought I deleted these? Remove unused glue structures Add GetTrackedDevicePoses back, we need it MSAADefaultNonVR -> MSAADefault Bounds fix Merge fixes
12 Months Ago
Make RootPanel.IsWorldPanel virtual, so we can be more explicit with it Be a bit more accurate with Rotation equality Add SceneCamera.EnableUserInferface
12 Months Ago
Disable showing overlay user interface on scene camera
12 Months Ago
Merge from main
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
merge from gnb_distance_convar_save
12 Months Ago
merge from halloween2023
12 Months Ago
Explicitly define GameRootPanel as not a world panel This shouldn't change anything but it makes me feel better MockHudPanel has mouse input
12 Months Ago
merge from building_skins_4
12 Months Ago
Initial Vulkan update merge New rendersystem interface bits Base rendersystem updates Sync rendersystemempty w/ public Partial update rendersystemdx11 scenesystem updates rendersystemvulkan bits and bobs Minor glossary of differences we keep with upstream rendersystemvulkan Update thirdparty/vulkan, custom Valve changes Some more shit Can use these vma internals now Keep numStages at 5 for offset calculation (for now) vk: check what depth format is properly supported msaa stuff
12 Months Ago
Fuck all of that actually, just leave a better comment here
12 Months Ago
Alternate concrete_generic_ao material to keep visual compatiblity with older tunnel segments
12 Months Ago
Make sure intermediate depth matches intermediate output color render target ComputePipelineRenderTargetInfo doesn't care if toolview is false This does the same shit r_textures_list_all - see all resident textures
12 Months Ago
Fix no collision Add UI category to object create menu UI test, screen and world panel