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21,395 Commits over 1,552 Days - 0.57cph!

16 Days Ago
Don't use absolute path when creating sounds from mp3s
16 Days Ago
Copy over properties when bulk creating multiple nav links
16 Days Ago
Link connection radius should be internal not private
16 Days Ago
Make sure SoundEvent is compiled before we try to add sounds to it. Fixes Right Click MP3 -> Create Sound Event(s)
16 Days Ago
Avoid loading the same includes from disk over and over again Fix shader cache concurrency Use shader compile context
16 Days Ago
Remove debug #pragma optimize statements
16 Days Ago
NavLink doc comments Format
16 Days Ago
Proper object.Equals overrides for AssetBrowser entries Asset browser: fixes for thumbnails not displaying/regenerating properly
16 Days Ago
Modify default agents to behave better when traversing nav links (They still suck though) https://files.facepunch.com/lolleko/1b0611b1/sbox-dev_xO6m7sWLTo.mp4
16 Days Ago
Bind IVfx Bind IVfx Remove unused Shader compile, support passing in pre-loaded, pre-masked code
17 Days Ago
Hair Updates
17 Days Ago
Citizen/animgraph: flipped order of compositing operations in skidding to fix arms pose (wish_*-based flailing comes after addition) + rewrote and updated some comments around the graph
17 Days Ago
Keep version, we'll use it in a different way
17 Days Ago
Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive.
17 Days Ago
Citizen: disabled AO proxy nodes now that AO proxy support has been removed
17 Days Ago
vfx: remove unused HEADER { } carp vfx: remove GetDefaultBlock which is randomly not used for any but MODES block, default modes = just Default() everything else is too magic bullshit This seems bad
17 Days Ago
Add Graphics.Draw from GpuBuffer<T>
17 Days Ago
Another fix what is this
17 Days Ago
Expose CVfxProgramData
17 Days Ago
Fix ssao shader include
17 Days Ago
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive * Non templated version because sometimes your buffer will have various types * Usage flags can be combined now, e.g a buffer can be used as an IndexBuffer but also ByteAddress for compute shader * Added additional error checking, exposed readonly properties for count/size/usage * Added CodeUpgrader for ComputeBuffer -> GpuBuffer * Fix Terrain materials buffer overflowing its gpu buffer
17 Days Ago
Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture
17 Days Ago
Center ameObject when navlink start/end changes
17 Days Ago
ToolAppSystem [interop] Don't create handle stuff in static functions Don't init VR if we're a console app Don't print vulkan device info if we're a console app Let us do new Shader() List shaders, work out programs, find out of date
17 Days Ago
Use custom Qt styling/preferences in Launcher as well Launcher: this is a sort not a filter so don't call it one Move DefaultProjectLocation from editor cookie to launcher cookie, since we stopped saving that at some point Fix project location label being squished
17 Days Ago
Bindless shader API class
17 Days Ago
Imrpove nav link visualization https://files.facepunch.com/lolleko/1b0511b1/sbox-dev_NU9m49nbd2.jpg
17 Days Ago
Fix minor typo Added Multiedit support to TagSets. Resolves Facepunch/sbox-issues#6882 https://files.facepunch.com/CarsonKompon/2024/December/05_10-10-LividGallowaycow.mp4 Rename TagSetControlWidget file name to match class name
17 Days Ago
Shader functions can specify storage class (static) and specify inline without erroring now
17 Days Ago
Fixes
17 Days Ago
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive, non templated variant added, additional flags can be combined, debug names, error checking added GpuBuffer CodeUpgrader Fix Terrain materials buffer overflowing its gpu buffer
17 Days Ago
Visualize nav link connection state https://files.facepunch.com/lolleko/1b0511b1/sbox-dev_nH8r76TUg2.mp4
17 Days Ago
Shaders
17 Days Ago
Fix compile warning
17 Days Ago
Clear cached material override on sceneobject when changing model so it can be set again - Fixes model renderer not applying material override on model change
17 Days Ago
Remove unsued Update test packages Update cecil Update skia to 3.1
17 Days Ago
Make sure we're correctly registering a resource or promise from Asset.LoadGameResource, resolves Facepunch/sbox-issues#6952 Tick FileWatchers after compiling all assets on startup, resolves Facepunch/sbox-issues#6635
17 Days Ago
Improve handling of empty navmesh tiles Also improve editor auto update when world bounds change. Update skinned renderers if they have physics bones Don't invoke ISceneCollisionEvents for trigger intersections Expose MeshComponent.Model Physics tool selects all rigidbodies in hierarchy Switch SSAO to use GTAO Add missing XeGTAO headers Editor buttons desaturate when disabled/readonly Shader rebuild Disable Navmesh Warning "Could not build compact data" for now Revert 7e8268d0ca, it was causing issues when selecting every other GameObject node, I don't understand what it's trying to do 🙊 Trigger exit detection only checks if there's any contacts on triggers, not non triggers Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Reenable MSAA fetching for SSAO compositing, don't use loops Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen GTAO temporal filter uses edge detection to filter out edge ghosting https://i.imgur.com/EzfclG7.mp4 Grey out tool buttons when disabled Fix asset picker when selecting cloud maps Update shaders Fix Gizmo.Control.Position returning true without it being dragged on Remove unused shit from lightbinner and make everything enums Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits Spring joint impulse checked against break limit seems to be negated? Add Joint.IsBroken Add Joint.StartBroken Add Joint.Unbreak() to activate the joint after breaking Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4 Move joint OnBreak action to breaking group Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure in Material.Lerp, normalize after lerping normals Include ReflectionTextureColor in all the layers @samzanemesis might wanna check this is the right thing to do build shaders Fix overriding SSR with a black texture when it should be initialized with a translucent one Bring back external changes detected dialog, move to interface event Assets added at runtime can be loaded into promises/missing resources again Move prefab instance reload logic out of ResourceLoader Clear selection when reloading SceneEditorSession Tweak wording on External Changes dialog to make it more clear what the options are Only ever show one External Changes dialog for a scene Add plane_large.vmdl for large subdivided plane Avoid div by zero in Gizmo.Draw.LineCylinder Fix CameraEditorTool LookAt Now keeps scene focus after look at button is clicked also keeps the camera component selected after the look at target has been picked. Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it Revert "Include ReflectionTextureColor in all the layers", it's unlikely we can manage to do SSR with roughness fast on translucents, and this causes the issue that SSR reflections from opaques will be drawn over smoke or translucents This reverts commit 8cce50baf03cd7f93e7c89c75dde46319412aff9. Initialize SSR to null on 3d skybox Material preview uses tessellated plane with vertex blends so blended materials can be previewed https://files.facepunch.com/layla/1b0511b1/sbox-dev_D8hvwjbzp3.png Don't make this struct public Try to match normal and tangent of native material editor plane Remove vfc.exe - unused prove me wrong - I want to minimize the entry points for shader compiling Remove unused mathlib class Hair Updates Merge branch 'master' into navmesh-links
18 Days Ago
Hair Updates
18 Days Ago
Remove vfc.exe - unused prove me wrong - I want to minimize the entry points for shader compiling Remove unused mathlib class
18 Days Ago
Try to match normal and tangent of native material editor plane
18 Days Ago
Don't make this struct public
18 Days Ago
Material preview uses tessellated plane with vertex blends so blended materials can be previewed https://files.facepunch.com/layla/1b0511b1/sbox-dev_D8hvwjbzp3.png
18 Days Ago
Initialize SSR to null on 3d skybox
18 Days Ago
Revert "Include ReflectionTextureColor in all the layers", it's unlikely we can manage to do SSR with roughness fast on translucents, and this causes the issue that SSR reflections from opaques will be drawn over smoke or translucents This reverts commit 8cce50baf03cd7f93e7c89c75dde46319412aff9.
18 Days Ago
Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it
18 Days Ago
Fix CameraEditorTool LookAt Now keeps scene focus after look at button is clicked also keeps the camera component selected after the look at target has been picked.
18 Days Ago
Avoid div by zero in Gizmo.Draw.LineCylinder
18 Days Ago
Add plane_large.vmdl for large subdivided plane
18 Days Ago
Initial navmesh link editor https://files.facepunch.com/lolleko/1b0411b1/sbox-dev_tfs96azAGk.mp4