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17,156 Commits over 1,308 Days - 0.55cph!

10 Months Ago
Delete trilinear threshold 360 vulkan: rewrite per thread descriptor set pools, eliminating max device access threads since .net can use a shit load - need to add some garbage collection on top of this, but will prevent the main crash that's been occuring GlobalLobby works with new LobbyManager ( global chat works again )
10 Months Ago
Add Tiled Rendering Quads to debug view list
10 Months Ago
Fix foliage in VR, let's rethink how we do multiview API later..
10 Months Ago
StartScreen sections Derive ProjectRow from generic ItemRow Experimental - show cloud projects inside start screen Show available cloud packages in startscreen Clean up Home.UpdateProjectList
10 Months Ago
FPArms/Punching: prefix all bool parameters with b_ like in the Citizen graph
10 Months Ago
Remove all hacks we had for a second shadow atlas for viewmodel shadows Sharp viewmodel shadows prototype, remove last references to viewmodel atlas Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4 SSAO test for viewmodel Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion Try a few more AO techniques Composite viewmodel AO, and this should be the right way to do HBAO Remove nonsense resolution scale stuff in common.fxc that's unreferenced in code and causing problems (defined before system.fxc wtf) Allow compute on renderpipeline to do multiple dispatches, HBAO as compute,HBAO bilateral blur Use hammersley rather than bluenoise, looks a ton better Cleanup, controls for ambient occlusion, do indexed light viewmodel shadows sequentially, cast world shadows on viewmodel Assign what shadow index a baked light shall read from rather than iterating through the entire buffer and figuring it out, much faster way to do baked light shadows Proper way to do light indexed on ShadingModel Light API too Sanity checks, remove debug views and some minor adjustments for viewmodel shadows Remove last traits of g_flResolutionScale [pick] remove shaders that don't exist anymore from CI building Method for getting shadow index for baked light compatible with vulkan Fix stupid typo, GetShadowIndexForBakedLight compiles fine on vulkan now Fix another typo and compile core shaders
10 Months Ago
Fix another typo and compile core shaders
10 Months Ago
Lightbinner Separation between VK/D3D11 (#1133) * Add LightBinnerLegacy so we don't kludge our lightbinner with stuff we can't change on d3d, rename our main lightbinner to LightBinnerStandard * Remove deprecated cbuffers * Add lightbinner_legacy, separate both lightbinners based on the rendering system we use
10 Months Ago
Compile glass on vulkan, have proper curve for albedo color absoption for shadows
10 Months Ago
Obsolete Game.TickRate.set
10 Months Ago
Def tick rate 50 as it was
10 Months Ago
Add LightBinnerLegacy so we don't kludge our lightbinner with stuff we can't change on d3d, rename our main lightbinner to LightBinnerStandard Remove deprecated cbuffers Add ligthbinner_legacy, separate both lightbinners based on the rendering system we use
10 Months Ago
Add IClient.Stats
10 Months Ago
Remove env_entity_maker
10 Months Ago
Add a generic Texture.GetPixels<T>() (#1117) * Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride) * Fix reading non-zero slice from 3D texture (#1118) * CopyToStagingResource: only use 1 mip level / array slice in staging texture * CopyToStagingResource: fix copy destination offset * GetPixels: add dstSize parameter instead of dstStride * Add Texture.GetPixels3D<T>() * Texture.GetPixels( int mip ) now gets everything for array / volume textures * Added Texture.GetPixel3D() to complement Texture.GetPixel() * GetPixels: fix nativeDstRect size * GetPixels: stride fixes * GetPixels: reading from non-zero mip level fixes
10 Months Ago
GetPixels: reading from non-zero mip level fixes
10 Months Ago
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride) Fix reading non-zero slice from 3D texture (#1118) CopyToStagingResource: only use 1 mip level / array slice in staging texture CopyToStagingResource: fix copy destination offset GetPixels: add dstSize parameter instead of dstStride Add Texture.GetPixels3D<T>() Texture.GetPixels( int mip ) now gets everything for array / volume textures Added Texture.GetPixel3D() to complement Texture.GetPixel() GetPixels: fix nativeDstRect size GetPixels: stride fixes
10 Months Ago
Strip unused from AsyncRequestStatus_t, give more descriptive status strings
10 Months Ago
Squash commit of everything so far Tests use AddFromFileBuiltIn when adding base addon
10 Months Ago
TickRate project settings
10 Months Ago
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride) Fix reading non-zero slice from 3D texture (#1118) CopyToStagingResource: only use 1 mip level / array slice in staging texture CopyToStagingResource: fix copy destination offset
10 Months Ago
CopyToStagingResource: only use 1 mip level / array slice in staging texture CopyToStagingResource: fix copy destination offset
10 Months Ago
Add Service/Stats
10 Months Ago
Move JumpList into Sandbox.Engine, set up in ToolsDll
10 Months Ago
Remove unused prop
10 Months Ago
Store friction hit surface (last) and if we've changed hit surface stop any previous effects and sounds
10 Months Ago
Citizen/animgraph: enabled bouncyspring on pelvis lean additive
10 Months Ago
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride) Fix reading non-zero slice from 3D texture (#1118)
10 Months Ago
Add Mass and Direction named control points for friction particles. Mass is body mass, direction is body velocity normal. CP0 is already setting position and contact normal Lower destroy time for effects Reorganize scrape data in surface def, lower default values. Don't fallback to rough by default. If it's a smooth scrape and there's no effects for that - do nothing by default Surface is considered smooth by default, can set roughness factor higher for rough surfaces... Get material for triangle by index for shape 2 on friction events should fix all friction events against world surfaces having hit surface be "default"
10 Months Ago
Remove cached lights
10 Months Ago
ProjectRow fixes
10 Months Ago
JumpList icons https://files.facepunch.com/alexguthrie/1b2811b1/JumpList_Icons.png
10 Months Ago
Better JumpList API, add multiple & set categories, show projects in there
10 Months Ago
AnimGraph: Add bouncy spring mode to input damping using RK4
10 Months Ago
Fix stupid typo, GetShadowIndexForBakedLight compiles fine on vulkan now
10 Months Ago
Use ProjectRow instead of custom LaunchpadProject, move some stuff in there Use Global.BackendTitle and BackendUrl for asset.party link Remove borders from ProjectRow and SidebarButton Experimental JumpList support
10 Months Ago
Recompile glass with support for world mapping
10 Months Ago
Remove msdfgen, been there forever and we never used it for anything, better to implement it in C# if we ever need it
10 Months Ago
[pick] remove shaders that don't exist anymore from CI building Method for getting shadow index for baked light compatible with vulkan
10 Months Ago
"Open Empty Environment" button For anyone that isn't working on a specific game (addon creators, mappers, etc) SidebarButton.Clear acts more like a link
10 Months Ago
Rewrite RTK linebreaking algorithm
10 Months Ago
Draw pin button on right, make it blue when project is pinned SidebarButton.Link functionality Don't need to show the "show on startup" toggle outside of editor prefs Fix ToggleSwitch not displaying correct value when starting value is true StartScreen layout - pin menu row to top, only scroll through project launchpad itself
10 Months Ago
Tagged editor assets
10 Months Ago
Moved glass to asset party https://asset.party/facepunch/sboxassets
10 Months Ago
Add CopyToStagingResource3D for when trying to get texture pixels of a 3d texture slice, CopyToStagingResource only works for 2d resources
10 Months Ago
Proper way to do light indexed on ShadingModel Light API too Sanity checks, remove debug views and some minor adjustments for viewmodel shadows Remove last traits of g_flResolutionScale
10 Months Ago
Make EditorPreferencesWindow modal StartScreen settings button, opens editor prefs ToRelativeTimeString extensions for TimeSpan and DateTime (moved from PackageCard) Launchpad project card displays relative time string Project pinning SidebarButton Link and Clear types are classes
10 Months Ago
Fancy switch button https://files.facepunch.com/alexguthrie/1b2711b1/sbox_CXvCYYRATC.mp4 Remove Window.IsOnTop, calling Window.SetModal does the same thing Rename switch to ToggleSwitch, move into Widgets/ StartScreen UI improvements, move custom widgets into partial class
10 Months Ago
Add TaskSource.WorkerThread() Added test for GameTask.WorkerThread() / GameTask.MainThread()
10 Months Ago
Patch our C# launchers to enable discreet GPU usage by exporting NvOptimusEnablement & AmdPowerXpressRequestHighPerformance symbols