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4,012 Commits over 1,461 Days - 0.11cph!

12 Months Ago
Shape get material
12 Months Ago
Another big interface cleanup Disable rendering of debug scene objects when debug rendering is disabled Shape set material (density, friction, restitution) Aggregate set surface properties Set shape material when building aggregate
12 Months Ago
Collision events with bullshit impact strength until this can be calculated properly
12 Months Ago
Don't enable joint collision by default
12 Months Ago
Fix mesh shape debug drawing https://files.facepunch.com/layla/1b0411b1/sbox-dev_Iu61effQRf.png
12 Months Ago
Create debug scene objects for edges Delete debug sceneobjects when we're done with them
12 Months Ago
GetLocalInertiaOrientation, GetLocalInertiaVector
12 Months Ago
Another big interface cleanup FindClosestPointOnConvexShapes using gjk
12 Months Ago
Aggregate GetBbox and GetBboxFromProxies
12 Months Ago
Enable parallel solver
12 Months Ago
Hook up some debug drawing https://files.facepunch.com/layla/1b0311b1/sbox_0018.mp4
12 Months Ago
Add revolute joint from desc Spherical and conical from desc (both the same for now because the only difference should be limits)
12 Months Ago
Fix ApplyForceAt
12 Months Ago
Use aligned alloc in dynamic tree, fixes crash in vLoad3A Add pre and post solve callbacks
12 Months Ago
ApplyLinearImpulseAtWorldSpace, GetMassCenter
12 Months Ago
Remove static and active aggregates when destroying aggregate
12 Months Ago
Get active body list for active aggregates Don't wake up statics, otherwise do a forced wakeup (bug in library where a body can be awake but not in the active list?) Don't create hull for CastBoxSingle, it only needs to know the 8 corner verts
12 Months Ago
CastRaySingle, CastSphereSingle
12 Months Ago
Add weld joint from desc CastBoxSingle
12 Months Ago
Clamp sphere and capsule radius to linear slop
12 Months Ago
Set UNITS_PER_METER to 40
12 Months Ago
Build bodies and shapes for aggregate SetAggregateInstance and SetGameSceneNodeHandle Gather active aggregates to build the awake step results When building aggregate bodies, add body, set motion type THEN set transform, otherwise it gets stuck in a weird deactivated state
12 Months Ago
Protocol::Network++ Complaints of CEnvCubemap invalid class index
12 Months Ago
C# prop_static, this isn't a game spawnable entity, just a way to get prop_static out of fgd
12 Months Ago
Oog cubemap fog (#1288) Cubemap fog properties on camera, C# env_cubemap_fog
12 Months Ago
CubemapFogController struct to class
12 Months Ago
Internal cubemap write Summaries
12 Months Ago
remove native cubemap fog
12 Months Ago
network cubemap texture
12 Months Ago
Update cubemap fog in clientdll
12 Months Ago
env_cubemap_fog C#
12 Months Ago
Add cubemap fog properties to camera, write to attributes
12 Months Ago
Remove recreated entities from mapclass.native to keep track
12 Months Ago
Remove the whole toolobject system (finally)
12 Months Ago
Remove renderpipelinehelper
12 Months Ago
Remove toolscene_toolobject, this was only used when defining lighting rigs with toolobjects, we don't do this anymore
12 Months Ago
Manually create "toolobjects" in bake resource helper
12 Months Ago
Runtime BuildCubemaps (#1281) Cubemaps are built on map load, outside of game code
12 Months Ago
Set custom texture bool on scenecubemap if texture property is set, probably needed so cubemap doesn't get built for it
12 Months Ago
Undo changes not needed for this branch anymore
12 Months Ago
And some more
12 Months Ago
unfuck the merge
12 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
12 Months Ago
Remove more shit from physicslib
12 Months Ago
Move the remaining shit from public/rubikon to public/physicslib
12 Months Ago
Some interface cleanup Delete rubikon so it stops showing up in searches Remove loads of shit from public/rubikon
12 Months Ago
Hook up auto sleeping Move physics resource loading to its own file
12 Months Ago
Step the world Hook up velocity and position iterations Remove active body stuff, unused
12 Months Ago
Set alloc funcs
12 Months Ago
Fix all compile errors, assert out all unimplemented functions