userLorenz Junglascancel

402 Commits over 92 Days - 0.18cph!

2 Months Ago
Cleanup Spline Editor Proper undo support for gizmo initiated changes Frustum cull Gizmos as they are fairly expensive to create. Optimize Gizmo drawing.
2 Months Ago
Spline Collision Support BoneTransforms and Rotation Spline collider now provides accurate collision for any shape and any rotation. Deformed/Twisted citizens with collisions: https://files.facepunch.com/lolleko/2024/December/23_12-34-DishonestQuagga.png https://files.facepunch.com/lolleko/2024/December/23_12-34-HorribleNightheron.png
2 Months Ago
Fix behavior when deserializing fields with code defined initializer Partially reverts: 3ce2d74fbd9effd2d280d1a59c9029f4b0a5c387 Added a bunch of tests
2 Months Ago
Spline collider now supports all collision shapes Added custom subdivision logic for each shape. How much subdivision/collision geometry is created can be controlled by the user via property. Performance still sucks, but optimization should be easy going forward. Individual bone/shape transforms are currently not working. https://files.facepunch.com/lolleko/2024/December/19_18-49-AnotherDrongo.png https://files.facepunch.com/lolleko/2024/December/19_18-48-SecretNuthatch.mp4
2 Months Ago
Filter duplicate vertices after spline deformation and before qhull
2 Months Ago
Hull based spline collisions Allows proper physics simulation of the spline models. Works okay for boxes, still need to figure out why izabu quick hull struggles with more complex shapes. https://files.facepunch.com/lolleko/1b1811b1/sbox-dev_YFlVR7whUv.mp4
2 Months Ago
PoC spline collisions Currently just super hacky static mesh/model collision https://files.facepunch.com/lolleko/1b1711b1/sbox-dev_03QtKgtfYW.mp4
2 Months Ago
Fix undo for envmap probe bounds Fixes sbox-issues/issues/7181
2 Months Ago
Deform spline model bounds to ensure accurate frustum culling https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_FuFEWnL2FA.png https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_xrWVBJicsC.png
2 Months Ago
Use sceneobjects for spline model instances instead of Graphics.Draw
2 Months Ago
Fix duplicating a spline point with shift not copying roll & scale
2 Months Ago
Remove stackalloc (it's not whitelisted)
2 Months Ago
Use Span instead for Memory to pass Transforms to CommandList.DrawModelInstanced
2 Months Ago
First pass on spline model deformation https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_pXP1R0vFzj.mp4 https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_1SBGUutgNa.png
2 Months Ago
Rename param
2 Months Ago
Fix undo for convert to prefab (#1730) We need to explicitly unset PrefabSource by calling BreakFromPrefab if __Prefab is not specified.
2 Months Ago
Make comment more explicit
2 Months Ago
Replace SetRoot call with MergeToPreserveExisting
2 Months Ago
Fix typo in comment
2 Months Ago
Add native CRenderAttributes merge function that preserves existing values Use that function to merge render attributes in managed
2 Months Ago
Explicitly set fields/props to null when deserializing (#1728)
2 Months Ago
Fix deserialize no longer being called
2 Months Ago
Only breakfromprefab during serialization when undoing
2 Months Ago
Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732) * Improve handling of RenderAttribute overrides/additions in Draw APIs Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set. Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values. e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though. Fixed DrawModelInstanced using blacklisted Memory type as parameter. * Remove leftover comment
2 Months Ago
Improve handling of RenderAttribute overrides/additions in Draw APIs Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set. Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values. e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though. Fixed DrawModelInstanced using blacklisted Memory type as parameter. Remove leftover comment
2 Months Ago
Remove leftover comment
2 Months Ago
Improve handling of RenderAttribute overrides/additions in Draw APIs Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set. Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values. e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though. Fixed DrawModelInstanced using blacklisted Memory type as parameter.
2 Months Ago
Fix Convert to/Break from prefab not updating Inspector (#1731) Fixes sbox-issues/issues/6596
2 Months Ago
Fix Convert to/Break from prefab not updating Inspector Fixes sbox-issues/issues/6596
2 Months Ago
Explicitly BreakFromPrefab if __Prefab is not set Fix gameobject clone not setting __Prefab when cloning prefab instances
2 Months Ago
Revert "Fix undo for convert to prefab" This reverts commit da0efcc866f95b30fb02a988989ca165da263779.
2 Months Ago
Fix LINQ Exception when different typed objects are selected for inspection Fixes sbox-issues/issues/7106
2 Months Ago
Fix undo for convert to prefab Fixes sbox-issues/issues/7009 This only converts the prefab back to an independent GO. It does not undo the creation of the prefab asset and that's good, I don't think we should ever delete files via undo.
2 Months Ago
Fix undo when dropping a Material on to an object
2 Months Ago
Explicitly set fields/props to null when deserializing
2 Months Ago
Fix NRE in PrefabDropObject
2 Months Ago
Restore SceneTree expanded objects after hotreload Fixes sbox-issues/issues/7146
2 Months Ago
Fix undo when dragging assets into the scene Fixes sbox-issues/issues/6479
2 Months 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 Remove unsued Update test packages Update cecil Update skia to 3.1 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 Fix compile warning Shaders Shader functions can specify storage class (static) and specify inline without erroring now 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 Bindless shader API class 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 Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture 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 Fix ssao shader include Another fix what is this Add Graphics.Draw from GpuBuffer<T> 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 Citizen: disabled AO proxy nodes now that AO proxy support has been removed 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. Keep version, we'll use it in a different way 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 Hair Updates Proper object.Equals overrides for AssetBrowser entries Asset browser: fixes for thumbnails not displaying/regenerating properly Make sure SoundEvent is compiled before we try to add sounds to it. Fixes Right Click MP3 -> Create Sound Event(s) Don't use absolute path when creating sounds from mp3s Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters Hair Updates AbsolutePath is required only for registering the asset Added Multiedit to RangedFloat (so you can edit all your sounds at once) AudioDistanceFloatProperties now support Multiedit ButtonControlWidget now supports Multiedit, will invoke the function on all selected Components GradientEditorWidget now supports Multiedit CurveControlWidget now supports Multiedit Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably) Fix collision events returning incorrect per triangle surfaces Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed Position editor tool only smooth moves rigidbodies that have motion enabled Dead cubemap rendering code Remove some unused code from src/common Delete public/assetrename Delete more from common Delete infectedwoundrenderdata Asset preview dmx Allow create model context menu item for fbx, obj, dmx Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used Pull latest changes from FP recastnavigation fork Among upstream recast changes this also includes a change to: Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys. This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK) Therefore, this is free accuracy improvement without perf or memory impact. Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109 Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100 Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097 Fix Gizmo.Control.Capsule (has it ever worked properly?) Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work Add Rigidbody.Sleeping Make joint gizmos less noisy Make component sheet readonly when using NotEditable component flag Auto populate model collider on awake if none are set Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4 Tools: Expose ScrollArea.MakeVisible( Vector3 ) Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982 Scroll back to the top when rebuilding InputPage Check mip sizes in Graphics.CopyTexture, not the texture size Remove nSrcMipLevels and nDstMipLevels from CopyTexture and CopyFromVolumeTexture, they're not used in vulkan. Obsolete Graphics.CopyTexture with srcMipLevels and dstMipLevels, use the one without Drop IL verification since we compile every assembly from source on clients now [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 Remove unused Unused Remove r_use_fullsort_for_opaque, we always depth prepass Add FillMode render state override on scene layers Remove this hidden dynamic objects stencil mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode Fix error when renaming uncompiled asset, fixes Facepunch/sbox-issues#7130 Renaming an asset in the Asset Browser immediately registers the new asset, fixes Facepunch/sbox-issues#7134 Added Multiedit support to Component Context Menu Prefab Variable button now shows when there's differences in a Multiedit https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4 Same thing with Nullable Button Treat base content paths as Asset-type locations Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe Hammer wireframe uses new state override and not ToolsWireframe Drop r_show_hipoly_draw_calls Remove ToolsWireframe mode Don't repeat the same thing 6 times to wireframe a layer Update developer help url Update animation Fix [ReadOnly] attribute not being applied to all property types ResourceControlWidget now looks like it's greyed out when disabled Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now Update playercontroller wish velocity values Fix scss `@import`s not including files with relative `../` paths in the file watcher Write some SCSS import Unit Tests and update existing ones to test more than just variables Forgot to save this file in VS 😳 Fix NRE when removing multiple components in context menu Merge branch 'master' into navmesh-links
2 Months Ago
Nav Basic: Reduce rotation on test slope to account for floating point inaccuracies
3 Months Ago
Remove last remnants of tile cache
3 Months Ago
Correctly account for areaflags in path filer Fix sample
3 Months Ago
Splines: Add working state from a couple of months ago (pre FP) Basically a port of my C++ spline library wrapped with a component + editor tool. Still requires some API and Editor UX cleanup. https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_0KaDTZAF7l.mp4
3 Months Ago
WIP scene that tests navlinks
3 Months Ago
Fix demo cmake get rid of tile cache
3 Months Ago
Fix tests
3 Months Ago
Ensure area flags are correctly combined when marking areas
3 Months Ago
Merge polyflags and areas into one concept (areaflags)
3 Months Ago
Yeet DetourTileCache
3 Months Ago
Yeet DetourTileCache