userLayladcancel

5,186 Commits over 2,953 Days - 0.07cph!

Today
Use NativeRenderingWidget
Today
Make node editor graph an interface Add shader graph game resource Keep node position up to date with node ui Hook up shader graph saving Don't open save dialog if we have an asset to save to Hook up shader graph open put graph nodes in dictionary, can't save nodes to game resources yet anyway so fuck it Add compiler ref System.Memory for tool addons Add simple asset type for shader graph Don't use game resource for shader graph, serialize json from graph asset instead Deserialize graph Add preview dock Add skybox and cubemap to preview Add background to graph view Delete selected nodes on delete key Remove connections of deleted nodes Delete selected connections too Fix ui hotload Undo redo system Add undo redo shortcuts Move node undo op Grid snap newly created nodes Undo ops for create/drop/change connection Don't perform undo redo if there's a pending redo Status text for undo redo options Title graph view to asset name Write graph file before registering it Don't open graph that is already open Clear undo stack on new or open graph Mark session as dirty when an undo op is pushed so title can be changed to show as edited Menu bar shortcuts Dirty session when performing undo or redo Allow input and output attributes to decide handle config type, property type is rarely going to be handle type Don't allow output connections to input of self Remove existing input connections, inputs can only have 1 connection Set node connection property when creating connection Rebuild graph connections from serialized node connections Reset input connection on remove Only set input property if it's node connection type Use node connection type for all node inputs Clear preview and drop target when rebuilding graph Clear connections on graph rebuild Don't serialize node properties that don't have setters First attempt at codegen from graph Time, cosine, multiply nodes Add toolbar to preview Add more toolbar options for main window Add properties dock to edit properties of nodes Hide node properties we dont want to see Add color node Dirty session when property values change Hook up preview primitive types Open asset picker for preview model Don't reconstruct new graph object on undo, just clear nodes and deserialize Save and load does full serialization, not just nodes, we may have settings we want to save Save preview model Rename NodeConnection to NodeInput and make it IValid Target graph properties when no node is selected Base class unary node because it's gonna be the same shit for each Abs node Add node types automatically Show compile errors in output Copy error to clipboard Add menu option to focus node with error Selecting error selects node Center on selected error node Use orbit cam for preview, makes more sense Open context menu after dragging an unconnected wire Some cleanup Use default a and b values for binary nodes when input isn't valid Cut down on file reading in CreateFromVfxFile so eventually it can be created from memory Rename vfx create functions to make more sense Write generated shader to temp dir Don't generate code if graph compiler has errors Run shader compiler process for generated shader Write generated shader to bullshit placeholder resource for now Make color node use color property Make color node use color property Add lerp node Add lerp node Don't serialize NodeInput.IsValid Log program type when spewing shader stats so I can see what's what Remove all dynamic shader compiling code, we don't use it and it's over complicating everything Remove all dynamic shader compiling code, we don't use it and it's over complicating everything CVfx cleanup Hacky dynamic shader compile test Start vfxc process to compile single shader we need to update preview, output bytecode to temp dir Replace render shader from bytecode Change preview material while shader is compiling Only recompile shader if generated code has changed Remove shader compile dll loading from material system again, no longer needed Add -fast cmd line option to vfxc to disable optimizations Add recent files to file menu Recompile shader after compile has finished if we're pending a compile so preview is always up to date Write generated shader next to shader graph on save until we can safely generate shader resource from temp dir Add compile timings Don't read and mask shader file twice in vfxc Don't include material inputs in shader template Don't include material inputs in shader template Remake dev sphere Clear cached generated code on new or open Only add existing files that exist Add saved file to recent files Only write generated shader to tempdir before invoking compile so we don't stomp on it while compiling Remove hlsl output tolower all recent file paths Draw spinning circle to show when preview shader is compiling Texture node Generate code for textures Cleanup template shader and material used in shader editor Set toolView attribute so depth prepass gets disabled (wireframe doesn't render correctly with depth prepass enabled) Optional texcoords on texture node Add Vector2 node Add console tab for convenience Add sampler properties to texture node Serialize other properties of graph, handle node serialization separately Reset properties target when there's a new graph Fill out shader description from graph Add texcoord node Display g_flTime in properties Some more unary nodes Add dock restoring Use a more detailed cubemap and skybox Serialize compiled shader info to temp dir Recreate static combo data from serialized compiled shader info Plug texture filter into generated code to test preview updating Ask vfxc to output compiled shader info instead of bytecode Create connection to new node when created through drag + context menu Add undo history ui Don't apply same undo level Add filter edit to node context menu and sort into category submenus Give nodes better categories Sort by category Prompt user to save when trying to create new or opening new graph while current graph has unsaved changes Prompt save when opening from recent files also
Today
Fix net write writing 0 for null entities, -1 is null, 0 is world entity Particle networking writes entity directly, null entity should be networked properly now
Today
Move particle creation and set particle control to managed global rpc Particle destroy rpc Implement rpc for every particle function Remove particle protobufs Remove prediction logs
Yesterday
ModelDoc: Render break piece models to make it easier to offset them https://files.facepunch.com/layla/1b0211b1/sbox-dev_yJRscNkzfJ.mp4
Yesterday
ModelDoc: Add custom map option to lighting mode
Yesterday
Implement rpc for every particle function Remove particle protobufs Remove prediction logs
3 Days Ago
Particle destroy rpc
3 Days Ago
Move particle creation and set particle control to managed global rpc
3 Days Ago
Revert 1D blend changes - it's fucked
3 Days Ago
Attempt to fix 1D blendspace not syncing properly when children aren't looping and have different playback speeds https://files.facepunch.com/layla/1b3111b1/sbox-dev_rq4MMzHzRQ.mp4
3 Days Ago
ModelDoc: Copy bone merged flexes from parent
4 Days Ago
Support tags in scene world tracing
5 Days Ago
Add DockManager.Clear() - to clear and reset to default values Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor Update cached resource value when saving to disk/memory Add Namespace, FullName to TypeDescription ComboBox correctly changes the CurrentIndex when changing CurrentText Made DockWindow.CreateDynamicViewMenu public Make PropertySheet.AddProperty public Fix crash in ToolWindowManager.Clear Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added EntityPrefab GameResource EntityPrefab tool addon Mark Model as a EntityPrefab.Property Can define csproj name in project settings Don't save package in addons..js Add EntityPrefabEditor not as an addon Re-organize addon Model preview, entity positions Set local positions when spawning Add BBox.AddBBox Zoom out to focus on all of the sceneobjects Fix backwards compatibilty Support Entity Tags Added SceneObject Model setter Transform.ToWorld & ToLocal use Scale, added tests Transform.ToWorld/ToLocal takes scale into account when transforming position Indicate save status Entity copy/paste Fix wrong name in def file Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic Fix entity guids not serializing Debounce the change function Add Entity.Prefab, PrefabRoot,, PrefabGuid Add extensions Fix regular c++ tools not opening Fix treeview selection stopping short Clean up entity node Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4 Don't create these unless we need them Only return valid sceneobjects Keep tree in sync with the scene Highlight renderer Add some api comments on tracing Add TypeDescription.HasAttribute Classes that can be used as prefabs need to be marked with an attribute Can add/remove components Component spawning/updating in game Can select by clicking in the sceneview Set up scene object tracing ready to be filtered by tags
5 Days Ago
Set up scene object tracing ready to be filtered by tags
7 Days Ago
Add some api comments on tracing
8 Days Ago
Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4
8 Days Ago
Output voip on voice layer, add voip_volume convar
8 Days Ago
Predict sound hash instead of guid for some sound functions, prediction probably hasn't been working on them
8 Days Ago
Remove voice ban (?) and team behavior from particle message
8 Days Ago
Strip obvious unused protobufs, dota demo protobufs and tempents
9 Days Ago
CheckOverlap should support prim vs mesh and mesh vs prim (just not mesh vs mesh)
9 Days Ago
Rubikon: Add support for meshes in CheckOverlap
9 Days Ago
Reapply named values in particle editor when restarting particle system
9 Days Ago
Fix named values not being applied to children
9 Days Ago
Keep named preview values updated on name change
9 Days Ago
Default named value on control point info change until I figure out a way to restore them
10 Days Ago
Add Particles.Set for named vector
10 Days Ago
Create slider for named float editor Add named vector
10 Days Ago
Rename Named Value to Named Float, move it below Literal Float
10 Days Ago
Support remapping for named values
11 Days Ago
Initial impl of named values for particle editor https://files.facepunch.com/layla/1b2411b1/sbox-dev_aRI4OtqUEU.mp4
11 Days Ago
Hammer: Draw 3D Skybox Render Option https://files.facepunch.com/layla/1b2311b1/sbox-dev_4ldF399N38.mp4
12 Days Ago
Add PhysicsBody.CheckOverlap to check if another body overlaps at a given transform, ignoring all collision rules
13 Days Ago
Prompt save when opening from recent files also
13 Days Ago
Prompt user to save when trying to create new or opening new graph while current graph has unsaved changes
13 Days Ago
Add filter edit to node context menu and sort into category submenus Give nodes better categories Sort by category
13 Days Ago
Don't apply same undo level
13 Days Ago
Add undo history ui
14 Days Ago
Create connection to new node when created through drag + context menu
14 Days Ago
Ask vfxc to output compiled shader info instead of bytecode
14 Days Ago
Serialize compiled shader info to temp dir Recreate static combo data from serialized compiled shader info Plug texture filter into generated code to test preview updating
15 Days Ago
Use a more detailed cubemap and skybox
15 Days Ago
Some more unary nodes Add dock restoring
15 Days Ago
Display g_flTime in properties
15 Days Ago
Fill out shader description from graph Add texcoord node
15 Days Ago
Serialize other properties of graph, handle node serialization separately Reset properties target when there's a new graph
15 Days Ago
Add sampler properties to texture node
16 Days Ago
Add console tab for convenience
16 Days Ago
Optional texcoords on texture node Add Vector2 node