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4,312 Commits over 1,552 Days - 0.12cph!

1 Year Ago
ShaderGraph: Add vertex color node
1 Year Ago
Rubikon: Use growable stack for dynamic tree query and casting, fixes crashing with many overlapping object and is generally safer
1 Year Ago
Rubikon: Ray cast optimizations against meshes from Dirk
1 Year Ago
Fix cubemap incorrect rotation
1 Year Ago
Add render color
1 Year Ago
Add prop_physics until we have a general solution to creating scene objects for anything deemed a prop
1 Year Ago
Set light probe textures to the ones serialized on the entity
1 Year Ago
Set light probe indices and scalars textures to black
1 Year Ago
Set shadow texture width and height for all light types
1 Year Ago
Set particle control point, not scene object transform
1 Year Ago
Serialize all scene entity properties before creating scene objects, we may need to find targets
1 Year Ago
Add tonemapping accessor to scene camera
1 Year Ago
Initial support for info_particle_system
1 Year Ago
Create scene light for light_ortho https://files.facepunch.com/layla/1b2411b1/sbox-dev_VTq2aIUNJq.png
1 Year Ago
Vis3: Use large bit vec for grid set storage and restore log warning about accessing bit out of range (this should never happen now)
1 Year Ago
Set remaining common light properties so baked lights are actually baked
1 Year Ago
Add remaining keyvalues needed for scene light entity
1 Year Ago
Fix light cookies not working on scene lights, load light cookies for scene light entities
1 Year Ago
Update cache optimized kd node
1 Year Ago
Delete unused files from visbuilder
1 Year Ago
TextManager creates texture with mips
1 Year Ago
Network info_visibility_box properties
1 Year Ago
Remove env_sky from native map class list
1 Year Ago
point_worldtext defaults text_block type for message property
1 Year Ago
Implement point_worldtext in C# using our text renderer https://files.facepunch.com/layla/1b2211b1/sbox_fUilkVSXOb.png
1 Year Ago
Fix TextManager ignoring horizontal alignment
1 Year Ago
Vis3: Disable log message being spammed which is overwhelming builder output and causing hangs
1 Year Ago
Delete native info_visibility_box
1 Year Ago
Add start disabled and enable and disable inputs
1 Year Ago
Implement info_visibility_box in C#
1 Year Ago
Add SceneCullingBox which will be used for the info_visibility_box rewrite
1 Year Ago
Vis3 (#888) New map visibility (Vis3)
1 Year Ago
Clean up check transmit info a little bit
1 Year Ago
Remove area bits and area portal bits and func_portal shit
1 Year Ago
Fix spawn group asserts when vis is disabled
1 Year Ago
Remove "Debug Vis Geometry" this used glview which we removed a long time ago so it does nothing now
1 Year Ago
Set spawn group handle when resetting pvs
1 Year Ago
Recompile test/scale map
1 Year Ago
Update FindVisClusterMembership and FindSingleTriangleMembership
1 Year Ago
Update CMapVisData
1 Year Ago
Delete vis2
1 Year Ago
Fix SampleGridsJob sometimes crashing
1 Year Ago
Volumetric fog sets vis info to null because it's ortho view Copy pvs bits on scene view duplicate
1 Year Ago
PopCount -> PopCount64 (this fixes asserts in vis builder)
1 Year Ago
Use 7500 for shadow split max visible distance instead of asking pvs for it
1 Year Ago
Delete pvs data nodes properly in sceneobject term Do obb to aabb properly
1 Year Ago
Allocate voxel visibility properly Proper default pvs implementation Set default pvs on pvs change
1 Year Ago
Allocate empty voxel visibility to what I think it should be
1 Year Ago
Attempt to allocate voxel visibility resource
1 Year Ago
Don't append "mapbuilder" to temp folder (did we start doing this?)