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

6 Days Ago
Set TSPEC_TEXTURE_GEN_MIP_MAPS on RenderTargets with mips Whitelist error event analytics [ThreadStatic] AccessControl.Location because we test types in multiple threads and this was gibberish
6 Days Ago
Play around with threaded Steam networking message usage like Rust does - and some other tips from Andre
6 Days Ago
Use Span instead for Memory to pass Transforms to CommandList.DrawModelInstanced
6 Days Ago
Fix CameraComponent.ScreenNormalToRay Always define vTexCoord2 by default Shader rebuild Expose category tree and package properties to package find results Package category tree WIP filter, allow discovering WIP games Explicitly set fields/props to null when deserializing (#1728) Obsolete HostSync, add SyncFlag, add code upgrade / fix (#1729) This stuff shouldn't be public Move Qt.Orientation to Editor namespace, LinkableSplitter uses it Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work. Humans: convert Citizen animations on the ModelDoc side rather than graph side Start using SceneRenderingWidget instead of NativeRenderingWidget for shadergraph https://files.facepunch.com/layla/1b1311b1/sbox-dev_v8vsdE0JhV.png Only add query flag is property was set to true - otherwise remove the query flag Fix SceneRenderingWidget not calling PreRender Shadergraph: Fix preview ShowSkybox option Fix undo for convert to prefab (#1730) We need to explicitly unset PrefabSource by calling BreakFromPrefab if __Prefab is not specified. Give some hitbox depth bias to capsule collider gizmo Fix parsing <see> with langword / href More unused render pipeline Remove SceneSystemStats (snapshots for external debugger) Begin migrating CRenderingPipelineStandard to managed RenderPipeline with RenderLayer & ProceduralRenderLayer (w/ callback). Starting with depth prepass layer. Use custom mip filter that samples from neighbors for cubemapper https://i.imgur.com/nn23dRG.png Fixed NRE in code upgrader for HostSync in scenario where no sibling Sync is found Citizen/animgraph: fixed broken crouch states (oops) Remove legacy loop Add ControlSheet.AddProperty for expression to easily add static properties Add code editor control widget delete preferences.build event Title current code editor so it can show up titled in settings Page general uses control sheets Set tooltips for static control sheet properties Page networking uses control sheets ActionBasedSerializedProperty can provide attributes Page scene view uses control sheets Page notifications uses control sheets Don't adapt ActionBasedSerializedProperty for this, create a ReflectionSerializedProperty instead OpenPropertySheet -> OpenControlSheet Shadergraph: Use control sheet for preview settings popup Get rid of property sheet usage in widget gallery CompilerPage uses control sheet Move InputAction and enums from sandbox.system to sandbox.engine so they can be exposed Add CustomEditor for NamedEditor "keybind" InputActionPanel modal uses control sheet Expose ControlModeSettings Supported Control Modes uses control sheet Move input actions back to sandbox.system InputAction can't use control sheet yet, it exists sandbox.system and now it can't be moved from there to be exposed Package references uses control sheet Add FolderControlWidget Standalone review page uses control sheet Publish finalize page uses control sheet Delete RuntimeAddonPage, not used anymore? Project page uses control sheet InputActionPanel uses input action proxy for now because we can't move the fucker Block tool uses control sheet Path tool uses control sheet Delete property sheet cya Fix exception in TreeNode.SetChildren Order block tools, select current tool in combo box Use WorldTransform instead of Transform.World in engine code Remove remaining usage of Transform.World/Local Add simulation space option for particle force https://files.facepunch.com/layla/1b1511b1/sbox-dev_wMFfk99UTS.mp4 Add Scene.Trace.Rotated to allow for tracing rotated boxes or capsules (this already worked with FromTo( Transform, Vector ) but it's not obvious enough because no one knew it was there Drop model as static prop based on model archetype Allow for inner feathering for EnvmapProbe in UI, same defaults for hammer equivalents of this ggxcubemaphelper (cpu) is equivalent to cubemapper (gpu), increase sample count but use faster sampling and sample from first mip always https://i.imgur.com/5UuaG0b.mp4 Sample from mips again and decrease sample count to not be absurd for our budget More beards - human versions + malehead02 texture adjustments Merge branch 'master' into SantaOutfit24-2
6 Days Ago
Initial Use spheres so we only have to send a single list of vec4s over Gather objects Split logic into COcclusionCullingStandard Change order, gather correctly, readback, count visible + culled objects Reject occluded objects, tweak gather & shader Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug Put debug spew behind convar, tweak shader Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks
6 Days Ago
More beards - human versions + malehead02 texture adjustments
6 Days Ago
Rename param
6 Days Ago
Remove CUSTOM_MATERIAL_INPUTS and CUSTOM_TEXTURE_FILTERING, vfx optimizes it out if not used Remove D_BAKED_LIGHTING_FROM_VERTEX_STREAM, never used
7 Days Ago
Allow for inner feathering for EnvmapProbe in UI, same defaults for hammer equivalents of this ggxcubemaphelper (cpu) is equivalent to cubemapper (gpu), increase sample count but use faster sampling and sample from first mip always https://i.imgur.com/5UuaG0b.mp4 Sample from mips again and decrease sample count to not be absurd for our budget
7 Days Ago
Drop model as static prop based on model archetype
7 Days Ago
Add Scene.Trace.Rotated to allow for tracing rotated boxes or capsules (this already worked with FromTo( Transform, Vector ) but it's not obvious enough because no one knew it was there
7 Days Ago
Add simulation space option for particle force https://files.facepunch.com/layla/1b1511b1/sbox-dev_wMFfk99UTS.mp4
7 Days Ago
Remove remaining usage of Transform.World/Local
7 Days Ago
Use WorldTransform instead of Transform.World in engine code
7 Days Ago
Order block tools, select current tool in combo box
7 Days Ago
Fix exception in TreeNode.SetChildren
7 Days Ago
Delete property sheet cya
7 Days Ago
Block tool uses control sheet Path tool uses control sheet
7 Days Ago
InputActionPanel uses input action proxy for now because we can't move the fucker
7 Days Ago
Project page uses control sheet
7 Days Ago
Delete RuntimeAddonPage, not used anymore?
7 Days Ago
Publish finalize page uses control sheet
7 Days Ago
Add FolderControlWidget Standalone review page uses control sheet
8 Days Ago
Package references uses control sheet
8 Days Ago
InputAction can't use control sheet yet, it exists sandbox.system and now it can't be moved from there to be exposed
8 Days Ago
Move input actions back to sandbox.system
8 Days Ago
Expose ControlModeSettings Supported Control Modes uses control sheet
8 Days Ago
Add CustomEditor for NamedEditor "keybind" InputActionPanel modal uses control sheet
8 Days Ago
Move InputAction and enums from sandbox.system to sandbox.engine so they can be exposed
8 Days Ago
CompilerPage uses control sheet
8 Days Ago
Get rid of property sheet usage in widget gallery
8 Days Ago
Shadergraph: Use control sheet for preview settings popup
8 Days Ago
OpenPropertySheet -> OpenControlSheet
8 Days Ago
Don't adapt ActionBasedSerializedProperty for this, create a ReflectionSerializedProperty instead
8 Days Ago
ActionBasedSerializedProperty can provide attributes Page scene view uses control sheets Page notifications uses control sheets
8 Days Ago
Set tooltips for static control sheet properties Page networking uses control sheets
8 Days Ago
Add ControlSheet.AddProperty for expression to easily add static properties Add code editor control widget delete preferences.build event Title current code editor so it can show up titled in settings Page general uses control sheets
8 Days Ago
Remove legacy loop
8 Days Ago
Citizen/animgraph: fixed broken crouch states (oops)
8 Days Ago
Fixed NRE in code upgrader for HostSync in scenario where no sibling Sync is found
8 Days Ago
Use custom mip filter that samples from neighbors for cubemapper https://i.imgur.com/nn23dRG.png
9 Days Ago
More unused render pipeline Remove SceneSystemStats (snapshots for external debugger) Begin migrating CRenderingPipelineStandard to managed RenderPipeline with RenderLayer & ProceduralRenderLayer (w/ callback). Starting with depth prepass layer.
9 Days Ago
Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks
9 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667
9 Days Ago
Fix parsing <see> with langword / href
9 Days Ago
Give some hitbox depth bias to capsule collider gizmo
9 Days Ago
Fix undo for convert to prefab (#1730) We need to explicitly unset PrefabSource by calling BreakFromPrefab if __Prefab is not specified.
9 Days Ago
Make comment more explicit
9 Days Ago
Shadergraph: Fix preview ShowSkybox option
9 Days Ago
Fix SceneRenderingWidget not calling PreRender