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16,830 Commits over 1,277 Days - 0.55cph!

8 Months Ago
Encode normals in 2D view space for denoising, simpler and works much better, increase max sample count for reprojection
8 Months Ago
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png Squashed commit of the following: commit da96f1c95fb7c20271e9ce8428aeecbb780f7845 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Sun Jul 23 21:45:44 2023 +0100 Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png commit 7c323611215a44a3e1b97284a624c0df656ba4c5 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Jul 21 22:54:37 2023 +0100 [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan commit b96e5efc447484f7a040ead9213df1a263d88d55 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Jul 19 18:50:33 2023 +0100 Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water commit 6002107634ea0c747c17cb4160e4f9b649e3b700 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 13 19:05:03 2023 +0100 Fix water ripple collision commit 2f5247f5443eeffb54d3620d09ae476e2c9b6442 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Mon Jul 10 20:18:01 2023 +0100 Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible commit 354b77dbcadd40e893bbb0f2f9e2d09a88f18db6 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 6 17:50:00 2023 +0100 Water fog and refraction commit 3cd9da902a4f12d8f53ab9d8f3b43ad0b5bb0c9a Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Jul 4 14:39:04 2023 +0100 Backport simple water from SSR branch Cleanup, shared_standard_ps_code doesnt need these anymore since we define on material, sharpen compositing confidence
8 Months Ago
`background` shorthand color transition CSS `animation` shorthand, same syntax as web (https://drafts.csswg.org/css-animations/#animation) - any order
8 Months Ago
Fix Mouse.Delta not working causing dragging in UI not to work too
8 Months Ago
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8 Months Ago
Fix unnecessary mesh instance data assert
8 Months Ago
Add empty decal for water surface, surfaces will always fallback to default
8 Months Ago
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8 Months Ago
Typo fix in asset.party package publish successful
8 Months Ago
ComputeShader.Dispatch: Remark about thread group size being automatic CRenderThreadDx11::OnReadBuffer: staging buffer needs to be the same size as the buffer to read, otherwise partial or offset reads silently fail
8 Months Ago
Fix mouse snapping back when in relative mode
8 Months Ago
Can opt out of drag scrolling with `Panel.CanDragScroll = false;`, enabled by default (sboxgame/issues/issues/3491)
8 Months Ago
`@readonly` and `@editable` asset browser filters (sboxgame/issues/issues/3205)
8 Months Ago
Basic parsing support for CSS `background` shorthand Move position/length shorthand parsing into Parse.TryReadPositionAndSize (used for both mask & background shorthands) UI: don't clamp UVs in shader when BgRepeat mode is Clamp, fixes angled gradients Background angles conform to css spec - add offset to match +x as being 0 degrees instead of +y
8 Months Ago
Moved road sign decal to asset party
8 Months Ago
Add Auth token service Test new api url
8 Months Ago
Move more assets to asset.party + remove old content https://asset.party/facepunch/sboxassets
8 Months Ago
Minimize conflicts
8 Months Ago
Rider DotSettings
8 Months Ago
Fix Widget.GetChildren shitting the bed if more than 512 children
8 Months Ago
SceneModel.SetMaterialGroup -> SceneObject.SetMaterialGroup - dunno how I'd fucked this
8 Months Ago
ShaderGraph: Triplanar texture mapping nodes (#1198) Added Texture Triplanar and Normal Map Triplanar nodes
8 Months Ago
ShaderGraph: Triplanar texture mapping nodes ShaderGraph: Triplanar node tweaks ShaderGraph: Fix default settings for NormalMapTriplanar node
8 Months Ago
ILHotload runs hotloaded event
8 Months Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability Get ripples on new water shader High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything Don't sample ripples on shader if not using water entity Simplify cpu side of ssr, fix things for latest revision
8 Months Ago
Fix escape getting called twice Add Game.Disconnect() - to leave the current game session and return to the game menu
8 Months Ago
Revert AttachSteamAuthTicket
8 Months Ago
Authorization option for WebSocket, remove SetRequestHeader (duplicate functionality)
8 Months Ago
Backport simple water from SSR branch Water fog and refraction Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible Fix water ripple collision Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png
8 Months Ago
Add SetRequestHeader
8 Months Ago
Revert DisposeAsync, it actually isn't needed. Only dispatch Disconnect if we're connected. Add EnableCompression to set deflate options if their socket server supports.
8 Months Ago
ShaderGraph: Fix default settings for NormalMapTriplanar node
8 Months Ago
ShaderGraph: Triplanar texture mapping nodes ShaderGraph: Triplanar node tweaks
8 Months Ago
Tweak stats flushing logic Added BaseGameManager.OnEscapePressed() Add Cloud.ParticleSystem, Cloud.SoundEvent, Cloud.Shader Put developer preview in a few places so people don't think it's a finished game
8 Months Ago
Compile fix
8 Months Ago
Load phonemes from meta
8 Months Ago
Dump embedded wav phonemes to sound meta if we don't have a meta, meta takes priority over embedded
8 Months Ago
FPArms: include the hand_*_to_weapon_IKrule bones in the "X arm only" weightlists
8 Months Ago
foliage shader: transmissive features (transmissive in general seems fucked though, one for sam though)
8 Months Ago
If -project was already added but inactive, make it active Stop opening cloud menu for -project launched games
8 Months Ago
ComputeShader use Material.FromShader, support using resource paths e.g new ComputeShader( "shaders/cs_compress.shader" ); Don't call Environment.Exit on ProcessExit, but make sure we still flush managed SentrySdk just before TerminateProcess
8 Months Ago
Setup model viseme data and phoneme mapping from model keyvalues Drive faceposer with model viseme data while we have this tool Update mouth state Apply visemes to baseanimating with game weights Flex overrides takes priority over game weights Add phoneme mapping to model metadata so it doesn't have to be hardcoded in engine
8 Months Ago
Add hotload support for svgs
8 Months Ago
Restrict people doing dumb stuff like flushing the stats after ever increment Increase time between stat refreshes
8 Months Ago
Add ComputeBuffer<T> class for creating, reading and writing GPU buffers for usage with ComputeShader Structured buffers, byte address buffers and append structured buffers are all supported. https://wiki.facepunch.com/sbox/Compute_Shaders
8 Months Ago
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader Can be passed to RenderAttributes.Set( string, ComputeBuffer ) Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int ) Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int ) Can set/copy data outside a graphics block Flush this shit when using ComputeBuffer in a sync way, I'll do it a different way for an async/callback API API makes more sense to be ComputeBuffer<T> Drop access type to keep things simple, add List<T> SetData variants, add elementOffset arguments, additional error checking AppendConsume buffers still need the structured buffer flag too ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics Don't make ByteAddress buffers with unordered access Docs, GetData alternative with no count, checks for disposed buffers
8 Months Ago
WebSocket implements IAsyncDisposable. When disposing websocket because of TaskSource cancellation, do so async and complete the WS close handshake if we can. If we receive a ConnectionClosedPrematurely message, only actually disconnect + dispose if the connection is no longer open. Call TaskSource.OnSessionEnded in GameMenuDll when resetting environment.
8 Months Ago
Can access friends list from IGameMenu (Game.Menu.Friends)
8 Months Ago
Make stats flush less spammy
8 Months Ago
Api for getting player stats