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21,406 Commits over 1,552 Days - 0.57cph!

34 Days Ago
Optimize navmesh generation by pooling generators This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
34 Days Ago
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders Composite AO to pipeline rather than blitting, cleanup AddHookAfterTranslucent > AddHookAfterDepthPrepass [Pick] Add internal Graphics.FrameAttributes, up to review Remove hack for clearing AO and use FrameAttributes instead [pick] GetBindlessRWTextureXXX if compute shader Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray [pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc [pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA Compile shaders without MSAA sampling for AO
34 Days Ago
Fixed regressions in CPhysicsShape::GetTriangulation Yeet the weird pointer iteration that fucked me 3 times by now.
34 Days Ago
Bump up pose recipe param buffer size to 4kb
34 Days Ago
Clear out unused InputManifestTemplate ItemGroup in Sandbox.Game
34 Days Ago
Remove old SCENEOBJECTFLAG_HIDEINFIRSTPERSON Remove old SCENEOBJECTFLAG_SUPPORTS_ENV_INTERACTION Write GameOverlay depth to main scene, so things like bloom layer don't render over it
34 Days Ago
Create attachment gameobjects on renderer root, transform them on animation update instead of attaching them to bones
34 Days Ago
Revert "Optimize navmesh generation by pooling generators 2.0" This reverts commit 54123afcdceb6e924eb14625985a3501f2d801e4.
34 Days Ago
Optimize navmesh generation by pooling generators 2.0 This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
34 Days Ago
Revert "Optimize navmesh generation by pooling generators" This reverts commit 263974a602d63b4b817b5561b9a010689859b01f. Until we can figure out why an unrelated test started failing.
35 Days Ago
Humans: copy ring fingers onto pinky fingers while we're still reusing Citizen animations — avoids the "tea cup" look
35 Days Ago
Optimize navmesh generation by pooling generators This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
35 Days Ago
Human Hair Updates
35 Days Ago
Specify .net 9 for shaders.yml Fix sampletexture_bicubic (is anything using it)? Compiled shaders with correct specular brdf
35 Days Ago
Optimize Memory Allocations in CPhysicsShape::GetTriangulation
35 Days Ago
Fix sampletexture_bicubic (is anything using it)?
35 Days Ago
Specify .net 9 for shaders.yml
35 Days Ago
Make editing BaseItemWidget/ListView contents thread safe Thread asset browser populate, remove arbitrary and teeny weeny MaxFiles cap 'everything' location shows more than just up to the As now, search/type filtering works as you'd expect Fix path/search widgets not updating correctly for meta locations Fix NRE
35 Days Ago
Properly restore all Scene/Prefab tabs from previous session without Task.Delay hack
35 Days Ago
Tone down ByteStreamTest.DecompressStressTest
35 Days Ago
Hackweek resource extensions (#1694) I don't think this is complete - but it's a good start
35 Days Ago
Expose EditorActionGraph.CanModifyParameters
35 Days Ago
Some tidy up
35 Days Ago
Tests
35 Days Ago
Some cleanup - store current peer score
35 Days Ago
IAssetEditor: focus existing editor if it's a BaseWindow
35 Days Ago
Improved async behavior of navmesh tile generation
35 Days Ago
Fix sequence contains no elements
35 Days Ago
Periodically check if we're the best host candidate based on score - change owner if needed. When we are made the host, but we're still connecting, try to find another host candidate instead - if we can't find one then we can mark the lobby as toxic. Don't include self when trying to find best candidate in some situations. When SteamLobbySocket is disposed (we left or disconnected), try to find another candidate then also.
35 Days Ago
Remove debug stuff and improve host candidate scoring based on average ping and connection quality to other peers
35 Days Ago
Test convars
35 Days Ago
Some logging
35 Days Ago
Initial commit
35 Days Ago
Set same tags for dedicated servers as lobbies for consistency. Fixed case when connection doesn't close properly.
35 Days Ago
Expose initial API for navmesh tile(re)generation Expose NavMesh.GenerateTile( PhysicsWorld world, Vector3 worldPosition ) Expose NavMesh.GenerateTiles( PhysicsWorld world, BBox bounds )
35 Days Ago
Human Head 02 initial setup
35 Days Ago
Instead of the host crashing and disconnecting when a connecting user tries to send handshake messages with the wrong state, log it to console and kick them with a debug reason
35 Days Ago
Try to create lobby socket - if it errors and returns null, back out of creating the lobby Make sure we clear removed and changed lists when resetting a string table Make sure we disconnect properly if failing to create a Steam Lobby
35 Days Ago
Package updates
35 Days Ago
35 Days Ago
Linux: Add missing libSDL2.so which is required to build
36 Days Ago
Humans: added CrouchWalk_S
36 Days Ago
Clothing Updates
36 Days Ago
Need to download cloud asset references after we've imported resources not before
36 Days Ago
Fix GameResource assets not registering before loading startup scenes (and also compile assets), remove stupid Task.Delay hack? Fixes Facepunch/sbox-issues#6942
36 Days Ago
Humans: improved CrouchWalk_N (and increased its speed to 85 u/s)
37 Days Ago
Fix potential recast bug leading to stack smashing We are potentially affected by recastnavigation/recastnavigation/issues/687 To address this, I basically reverted recastnavigation/recastnavigation/commit/adcd4f472e8e08bd7f1db11b39f3394dc82ef869 which seems to be the most likely culprit for the issue. Contrary to the commit message in adcd4f4 which claims that the changes made are an optimization, reverting the changes had no measurable impact on performance. I am pushing the changes even though I am not certain they fix the issue, because the issue is only reproducible in our steam builds. In case this commit does not fix the issue, I will revert, and we need to keep digging.
37 Days Ago
ParticleModelRenderer.ModelEntry implicit operator
37 Days Ago
Humans: add menu anims (same as Citizen)
37 Days Ago
Potentially fixed an invalid state during navmesh generation Also fixed a minor memory leak.