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17,500 Commits over 1,338 Days - 0.54cph!

8 Months Ago
Runtime BuildCubemaps (#1281) Cubemaps are built on map load, outside of game code
8 Months Ago
Set custom texture bool on scenecubemap if texture property is set, probably needed so cubemap doesn't get built for it
8 Months Ago
Undo changes not needed for this branch anymore
8 Months Ago
And some more
8 Months Ago
unfuck the merge
8 Months Ago
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence) Remove env_cubemap_box from fgd Network tables for env_cubemap_box Create SceneCubemap from entity properties Add indoor_outdoor_level (priority) Add internal BakeResourceAttribute until we can phase out tool objects and the bake resource shit Experiment with rendering cubemaps for SceneCubemaps Set renderToCubemap and environmentMaps pipeline attributes from camera attributes CCameraRenderer::RenderToTexture uses msaa value from attributes Fix dstStride in GetPixels Move the important parts of ggxcubemapblurhelper to rendertools until we can reasonably do this in C# After source cubemap is created, go through render tools to mip it to the cubemap array Add function to render tools to copy texture to cubemap slice Calculate radiance SH from cubemap source, reads texture pixels until we can move this to compute shader Get the size of texture when calculating SH, don't assume 256 Bump up cubemap camera zfar Create env map constant buffer SceneCubemap sets box projection and influence radius based on projection mode C# env_cubemap, mostly the same as env_cubemap_box, use a base cubemap entity Remove env_cubemap from fgd Remove render_depth_map and always_check_depth, I don't see these being set or used in any meaningful way Load cubemap_feathering Rip out WorldRenderer/EnvironmentMapCacheSize, we didn't have it enabled and it's awful anyway Remove UploadToCubemapArray Remove the cube cross stuff on cubemap builder, just to make things more clear Remove ggx_cubemap_blur_accumulation_pass_count - unused Remove depthmaptexture Remove customcubemaptexture bool Fix flipping when copying texture with shaders Flip Y when copying rendered view to cubemap Use the same rendering code as cubemap build system to narrow down differences update convolve_environment_map to latest Remove build cubemaps game system, don't need you anymore Remove hammer external helper Move cubemap building to scenesystem Don't need to include these Queue scene object update job for calculating radiance SH Don't use RGBA32323232F unnecessarily Increase zfar Create scenecubemap even if the entity doesn't have a texture, they're gonna be built on map load Remove "build cubemaps on load" hammer shite Remove minimap shit while I'm at it env_light_probe_volume in C# default values If we create light probe from managed, create a debug grid object for it Add more voxel size choices C# env_combined_light_probe_volume, this is an ugly copy paste job because of it trying to be 2 entities in one, wont matter when we get rid of them Delete lights.fgd, nothing left in here now Use black cube for envmap if we try to calculate SH on error texture Remove ReloadTexture from scene cubemap, no longer needed Delete native CEnvCombinedLightProbeVolume and CEnvLightProbeVolume Fix basic_setup.vmap properties of combined light probe Move basecubemap toolobject from game to mapdoclib Remove base light probe usage from light query game system, this whole system will need to be remade anyway Move base light probe from game to mapdoclib Delete env_lightprobevolume Remove anything unused from cubemap.h Use EnvironmentMapFaceSize when rendering cubemaps to play it safe Remove cubemapfaceinfo Make voxel_size a float instead of enum to avoid parsing errors Fix handshake and array index not working, entity properties can't be internal! Move cubemap building from scenesystem to sceneutils, makes more sense Don't build cubemaps when cubemap texture is user provided Add min max for voxel_size Build cubemaps in rendering world session frame boundary until we find a better place for it Print timings for building cubemaps Show the number of cubemaps built Build dirty cubemaps from OnClientOutput instead of OnFrameBoundary Render cubemaps by adding views and procedural layers Calculate bounds outside of CalculateNormalizationSH, dumb and also can't set scene object bounds during render Build 1 cubemap per frame for now, render thread getting overwhelmed? Don't need to use MarkRenderTargetRead Sort envmaps by array index before sorting by priority otherwise priority can fail!!! Fix depth count for array texture, doesn't need to be * 6 Removed renderToCubemap and environmentMaps on camera renderer, not needed for this branch Remove changes to CCameraRenderer::RenderToTexture, not needed for this branch Move cubemap building to buildcubemaps.cpp so it's all in one place
8 Months Ago
FPArms: jump/airborne/land use shared zero reference point, added shared fire anims
8 Months Ago
Remove more shit from physicslib
8 Months Ago
Mark a bunch of stuff as only accessible from the main thread
8 Months Ago
Move the remaining shit from public/rubikon to public/physicslib
8 Months Ago
FPArms: shared idlelayer uses shared zero reference point instead of other pose Merge branch 'master' of sbox
8 Months Ago
Add BBoxControlWidget Expose a few things in SceneCubemap
8 Months Ago
AssetBrowser: Handle case where we don't get any account memberships (offline mode prep)
8 Months Ago
Some interface cleanup Delete rubikon so it stops showing up in searches Remove loads of shit from public/rubikon
8 Months Ago
Add Application.UnscaledCursorPosition Application.CursorPosition is unrounded, Add Application.DpiScale First person gizmo view look is smooth on high dpi monitors Fix yucky nodegraph cursor hacks
8 Months Ago
Hook up auto sleeping Move physics resource loading to its own file
8 Months Ago
Step the world Hook up velocity and position iterations Remove active body stuff, unused
8 Months Ago
FPArms: added run/sprint & local zero reference to the shared anim prefab
8 Months Ago
Moved tiled rendering buffers to lightbinner, where it should belong Remove members that have long been deprecated, start adding support for structured buffer lights Move all cbuffer stuff to legacy, standard will only have structured buffer path Start implementing structured buffer lights data structure Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now Remove bMixed from LightEntry, it's complete bullshit, let static lights render only dynamic objects when doing shadows Unified shadow casting, map indexed lights so we can fetch them easily and without needing to order sequentially, remove more deprecated stuff Get rid of lightbinner_legacy completely Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader Remove CSunLightManager, used for old pre-hlvr sun rendering, a lot of code that's only used for dynamic sunlight different to everything else in light rendering Remove more unused parameters from lightbinner Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight Lightcookies and point lights
8 Months Ago
Set alloc funcs
8 Months Ago
Fix all compile errors, assert out all unimplemented functions
8 Months Ago
Small JumpList refactor, update JumpList when activating game project - Removed JumpListManager - Moved all JumpList stuff into Sandbox.Engine
8 Months Ago
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8 Months Ago
FPArms: many changes involving moving stuff into the first person arms VMDL for easier sharing & genericization (see commit comment) • removed hold_* bones • added weapon_root, weapon_root_children, weapon_IK_hand_*, and hand_*_to_weapon_ikrule, following the same hierarchy as existing weapons (weapon_root is a separate root bone) • weapon_root_children is a new bone between weapon_root and the children ("trigger", "magazine", etc. and the IK bones); this is so that weightlists can be moved into the arms VMDL instead of having to be explicitly defined in each weapon. Only part-specific weightlists (e.g. "mode_selector" for the MP5 knob) need to exist as part of weapon VMDLs now. • transferred common weightlists involving weapon_root • debug gizmo meshes (reminder: they're in a bodygroup) now show the weapon IK targets & the weapon_root bone • added "shared" animationlist prefab which holds generic template anims that weapons can reuse; the goal is to make these as independent from each other as possible (no interlocking references), more to come soon
8 Months Ago
NetworkTable: build variables in deterministic order See sboxgame/issues#4066, tbh I don't know why they get reordered Call Enroller.Dispose() in ServerDll.OnShutdown() Fixes sboxgame/issues#4067
8 Months Ago
Delete all these random devtool scripts, we're not using any of it, delete some other random unused stuff One .gitignore, .gitattributes clean up obsolete stuff Use .git-blame-ignore-revs so we can ignore formatting commits
8 Months Ago
EditorCookie seems to be null here making CI tests hang, but I don't know why it'd be null @devultj ? Test game/server should timeout
8 Months Ago
Rename enum values Remove unused input source strings
8 Months Ago
Move native wrapper functions into VRNative class
8 Months Ago
Actions, action sets, action state, analog input data
8 Months Ago
This is unused
8 Months Ago
Move OpenBelowCursor to PopupWidget Fix NRE (even though it's handled)
8 Months Ago
Refactor simple actionjig test
8 Months Ago
Reference Facepunch.ActionJigs Serializing / deserializing action jig delegates Fixed System.String not being whitelisted Simple action jig serialization test
8 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
8 Months Ago
Build the toolbar Fix TreeView not resolving objects for keyboard movement, open state Tweak BaseItemWidget drop callbacks so we can handle dropping on edges differently Fix unit test not initializing Global.Assembly
8 Months Ago
tier0 math include shuffling
8 Months Ago
Add missing <memory> include
8 Months Ago
Start on physics joint Remove physicsdebugdraw
8 Months Ago
Editor: Cleanup logic for opening last loaded project - remove unused code, and lastprojectopened cookie
8 Months Ago
Strip gcsdk Delete toolstyleeditor Delete streamingbootstrap Delete nvtristriplib Delete vdata_editor Delete diffmemstats Delete obj_tool
8 Months Ago
Forces and torques Transformations
8 Months Ago
Add adjustable analog sensitivity for UI
8 Months Ago
AddSphereShape, AddCapsuleShape
8 Months Ago
Linear/angular velocity and impulse
8 Months Ago
Impl the easy body functions Body debug name Transform to matrix3x4_t cast Body get and set transform
8 Months Ago
Get rid of intersectioncontroller
8 Months Ago
Put debug name on physics shape, internal shape doesn't have this anymore Assert out all shape functions that are tricky/unknown Remove GJKProxy, GJKProxyRadius and GetSupport, surely these shouldn't be needed on an interface
8 Months Ago
Impl shape CastRay and CastSphere, get rid of CastBox, probably not used Impl shape GetType Impl shape GetType Bounds and transform casts Impl shape BuildBounds
8 Months Ago
Add math casts