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21,392 Commits over 1,552 Days - 0.57cph!

3 Days Ago
Comments
3 Days Ago
Format these shader compile errors better so they don't start with a newline, so we can see them in our console Take CancellationTokens, do mat_reloadshaders automatically after a successful compile
3 Days Ago
Refactor output so we can deduplicate outputs from multiple combos
3 Days Ago
Fixes
3 Days Ago
Humans: improved WalkFast_N
3 Days Ago
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants
3 Days Ago
Fix mesh component export
4 Days Ago
Fix NRE in asset picker
4 Days Ago
Drop a breadcrum when playing audioplayer to get a clue on what's being played if there's a crash trying to open it
4 Days Ago
Fix custom cursor page
4 Days Ago
Use ResourceControlWidget for Animgraph Delete ResourceProperty
4 Days Ago
Log shader warnings and errors back to c#
4 Days Ago
Clean up and optimize shader Clamp to viewport again
4 Days Ago
Fix sort mode on publish page Delete EnumProperty
4 Days Ago
Get rid of -nwthread, use Channels instead of ConcurrentQueue
4 Days Ago
Fix undo for envmap probe bounds Fixes sbox-issues/issues/7181 Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845 Santa Outfit (#1743) Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants Lightbinner layer managed Fix ObjectHighlight.shader Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file Santa jacket/trousers lods (citizen version) Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup Santa jacket/trousers lods (human version) Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly Make this readonly list so it can't be fucked with Santa jacket uses neck_clothing bone to minimise twist deformation Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired There's a typo here in ModelRenderer.LocalBounds Add TagsControlWidget Don't use bind system for these control widgets, feels like the old way of doing things Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197 https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4 Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 ) Fix possible NRE in PathWidget ListControlWidget now supports multiedit, only showing matching indexes Add and Remove buttons now work when MultiEditing a List Added support for re-ordering lists during a Multiselect https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4 Right Click -> Duplicate now works on Multiselect Lists Merge branch 'master' into gpu-occlusion-culling2
4 Days Ago
Move shader compiling to engine Recompile shaders directly, instead of out of process
4 Days Ago
ListControlWidget now supports multiedit, only showing matching indexes Add and Remove buttons now work when MultiEditing a List Added support for re-ordering lists during a Multiselect https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4 Right Click -> Duplicate now works on Multiselect Lists
4 Days Ago
Method name change + some docs
4 Days Ago
Threaded use of Steam networking API - enable with -nwthread command line switch for live testing
4 Days Ago
Make culling faster & more accurate by bailing early if we know any corner is visible, use local model bounds converted to world https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_zt7IOESilA.mp4
4 Days Ago
Move -searchpaths logic to ToolAppSystem Refactor Results, async
4 Days Ago
Fix possible NRE in PathWidget
4 Days Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
4 Days Ago
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
4 Days Ago
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197 https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
4 Days Ago
Clean up, only apply culling if enabled https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
4 Days Ago
Cache all gameobject bounds, fit parent bounds to children Readback runs callback, applies culling to sceneobject (tho we should really apply this per-view) Rather than clamping to viewport, if all corners of bbox are off-screen, cull the object
4 Days Ago
Don't use bind system for these control widgets, feels like the old way of doing things
4 Days Ago
Add TagsControlWidget
4 Days Ago
There's a typo here in ModelRenderer.LocalBounds
4 Days Ago
Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired
4 Days Ago
Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants Lightbinner layer managed Fix ObjectHighlight.shader Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file Santa jacket/trousers lods (citizen version) Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup Santa jacket/trousers lods (human version) Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly Make this readonly list so it can't be fucked with Santa jacket uses neck_clothing bone to minimise twist deformation Merge branch 'master' into shadercompiler
4 Days Ago
No longer should pre-process in CompileShaderAndGetVariables Refactoring Refactoring to expose a simple mode
4 Days Ago
Remove crumbs of ToolsShadingComplexity, we can replicate quad overdraw in almost every material without a special mode, shading complexity itself is on toolsvis now, toolsvis class There's also a duplicate shading complexity shader
4 Days Ago
Lightmapping combos go on shadingmodel Fix typos
4 Days Ago
Remove ToolsVis() and ToolsShadingComplexity() ( & ToolsWireframe ) mode from everything
4 Days Ago
EnvironmentMap::From to calculate all envmaps on a position PerViewLightingConstantBuffer_t completely unused
4 Days Ago
environmentmapped bool is bullshit now that cubemaps are gpu driven, add stub EnvironmentMapping.hlsl
4 Days Ago
Detangle all of this, vr_lighting never directly referenced from any of our hlsls now
4 Days Ago
Fuck of with light.environment, light.dynamic and light.static are just in Light.hlsl instead of own internal files Move shadow functions to Shadow.hlsl, much like BRDF.hlsl, will make it easy for us to upgrade, move LightMap definitions to Light.hlsl Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, that works only as a contract to shadingmodels, fix toolvis on shadingmodelstandard
4 Days Ago
DynamicLight refactor Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once https://i.imgur.com/jqko5ON.mp4 Remove more crumbs off S_MODE_TOOLS_VIS
4 Days Ago
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else
4 Days Ago
Nag message to remove S_MODE_TOOLS_VIS
4 Days Ago
Use single path for vr_common_ps_code to match what's on shadingmodel, eventually to just delete all of it, remove unused DISABLE_TONEMAPPING
4 Days Ago
Move BRDF stuff to BRDF.hlsl, organizes it and makes it easier to move to CS2's one with multiscatter Fuck off with LightingTerms for toolsvis, we should be accepting any structure Remove unused ShadingModel postprocessing ( handle it better )
4 Days Ago
ToolVis in a class Single ToolsVis.hlsl, tidy it up
4 Days Ago
Initial ToolsVis without ToolsVis mode, cleanup some unsued
4 Days Ago
Goodbye S_MODE_TOOLS_VIS combo
4 Days Ago
Enumize ToolVis modes, dont keep this logic on shared_standard_ps_code