branchsbox/mastercancel

14,110 Commits over 1,583 Days - 0.37cph!

2 Years Ago
Backport latest texture manager changes from Valve, fixes for race conditions in async hookup jobs Suppress texture frame updates for render hooks, fixes bound textures with no references getting deleted before the frame fully ended Revert ScreenEffects workaround from not being able to Material.Load within RenderHook Fix leaky strong handle from RenderTools.RenderScene on unused returned ITexture
2 Years Ago
Remove/replace html templates in UI tests
2 Years Ago
Minor summary adjustment to PhysicsBody.SurfaceMaterial RangedFloat can be read from a number in JSON too
2 Years Ago
Remove subview stuff from vr.cpp, not neded in our case Remove FSR, wasn't doing much and was causing issues with VR stencil, fix vr stencil debug Granular foveated rendering, still needs cleanup Remove old deprecated depth of field, cleanup checkerboard reconstruction Add convars for vr_foveated_rendering Get center lens position from HMD, pass foveation parameters to GPU Cleanup and update shader files Readd FSR for now, wouldn't be able to properly remove it until we have a good replacement, but don't bother with it if we're in VR Remove unused convars Tweak autofidelity, remove autofidelity for multigpu, add autofidelity for mobile while at it, fix typo Tie vr_foveated_rendering to autofidelity, optimize shaders a bit Fix rebase changes for shader assets Merge pull request #652 from Facepunch/vr-foveated-rendering VR Foveated Rendering
2 Years Ago
Don't skip program when checking if shader is up to date if we failed to load the compiled version (it might not exist) memset shader header so we dont run into these issues that are caused by uninitialized memory
2 Years Ago
Update shaders.def
2 Years Ago
Trim slashes from shader path before compiling
2 Years Ago
Recompiled materials
2 Years Ago
Squashed commit of the following: commit f5d20681b7389cd09e9c877d4ea0d9e260762a44 Author: Rubat <3299036+robotboy655@users.noreply.github.com> Date: Mon Dec 5 21:48:02 2022 +0200 Delete Sandbox.Internal.Decals commit c9ed0a3acf8a248f4533109ddb63edba3a3c5330 Author: Rubat <3299036+robotboy655@users.noreply.github.com> Date: Mon Dec 5 21:43:19 2022 +0200 Remove obsoletes Removed Sandbox.SpotLightCone Removed Sandbox.SceneSpotLight.SpotCone Removed Sandbox.UI.DataSource.ArraySource Removed Sandbox.UI.DataSource.BaseDataSource Removed Sandbox.UI.DataSource.BindMethod Removed Sandbox.UI.DataSource.Property Removed Assert.True( bool ) in favor of Assert.True( bool, string=null ) Removed Assert.False( bool ) in favor of Assert.False( bool, string=null ) Removed Vector3.LerpTo( Vector3, float ) in favor of Vector3.LerpTo( Vector3, float, bool = true ) Removed Vector3.LerpTo( Vector3, Vector3 ) in favor of Vector3.LerpTo( Vector3, Vector3, bool = true ) Removed Sandbox.DecalSystem Nothing should be named "dynamic.*" anymore protocol++
2 Years Ago
Add search & button to display local maps for games with "this list only" map support
2 Years Ago
Rip the bandaid off and stop looking for "GameSettings" meta, only "PackageSettings"
2 Years Ago
Update ProjectConfig.Ident MinLength to 2
2 Years Ago
Clear buttons and AnalogMove for DevCamera Make Input.Clear internal as it's confusing (and server-side only). Update ThirdPersonCamera to use ClearButtons Merge branch 'master' of github.com:Facepunch/sbox
2 Years Ago
Updated game.minimal template to fix Input so people creating new projects won't be greeted with errors
2 Years Ago
Add OriginalViewAngles to Player Merge branch 'master' of github.com:Facepunch/sbox
2 Years Ago
Fixed server not correctly setting correct values for game settings
2 Years Ago
Experimental / PoC Limit stored custom inputs to a maximum of 256, removing older entries as new ones are added Added ButtonState intended for use with [ClientInput] Use TypeDescription to fetch property for [ClientInput] Add extensions for reading/writing Transform Add Transform.Read and Transform.Write Add support for Transform to [ClientInput] Added ButtonState.Pressed and ButtonState.Released with docs Fixed compile error from copy paste 🥴 Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property Revert "Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property" This reverts commit 6d29a14ea85614a2c91c8f670f73e5ebb30e60cf. Fixed IsDown / WasDown and also Pressed / Released being swapped Delta values for some stuff (only send stuff that changed since last cmd) Tidy up + add ManagedInputs Rename to PawnInput Just use TypeLibrary as its cached anyway Add comments + use TypeLibrary Add HasAttribute<T>() Merge branch 'master' into custom-client-input Don't add const to ArgPointer if asref is specified Rid of CUtlVectorByte in favor of direct byte arrays Make ButtonState a struct with implicit bool conversion Write dynamic assembly hash to managed input message. Check hashes match when deserializing, if they don't skip that input Merge branch 'master' into custom-client-input Prepare to move a bunch of stuff from user cmd to managed. Clear out eye angle stuff Start stripping out stuff that'll need implementing on pawn Merge branch 'master' into custom-client-input Match structs Input.LookDelta and Input.MoveDelta analog inputs + copy PawnInput props in MimicBot from target client Update (obsolete) player and controller examples to use the managed input / pawn inputs Try stripping out InputBuilder and see how it feels... Merge branch 'master' into custom-client-input Some extra docs + rename PawnInput to ClientInput Remove redundant inputs. Reverse yaw for bots Some additional documentation Move MimicBot to base addon Write -1 if entity is null Add ActiveChildInput and ensure children get added to Inventory on ClientSpawn so they match Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Can pass RenderAttributes into VertexBuffer.Draw Avoid conflicts Merge branch 'master' into custom-client-input Add Tony's change for always record voice in VR Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Remove code I added that wasn't needed Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge in Matt's Input.Pressed fix for when FPS is lower than tick rate Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Make sure StopProcessing is reset in Input.Process so that it isn't remembered next time Ensure InputDirection client input is consistently set to Input.AnalogMove for parity with old system Merge branch 'master' into custom-client-input Support extra types Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Early out if no managed inputs to write Additional types Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge fixes incompatible Merge branch 'master' into custom-client-input Merge remote-tracking branch 'origin/custom-client-input' protocol++ Remove obsolete
2 Years Ago
Unit test fix
2 Years Ago
Disable api protection unit tests (we're breaking the api now) Api++
2 Years Ago
Include program type in breadcrumb too
2 Years Ago
Remove Package.Query Clean up + document protocol stuff in c# Pass api protocol when querying packages
2 Years Ago
Don't say we have a shader program if there's no vcs data for it, might fix us not being able to decompress some static combos More breadcrum info
2 Years Ago
Oops, unmangle engine.def
2 Years Ago
Moved network and api protocol into src/common/protocol.h, deleted unused version stuff
2 Years Ago
This test is a bit subjective, lets give it more breathing room
2 Years Ago
Fix potential NRE in Panel.TickInternal() OnAssetFileChanged doesn't throw an exception when the file was deleted Handle and report template parsing exception Fixed exception reporting wrongly classifying old addons as engine exceptions Fix menu exceptions getting ignored Error reporting classify tools propertly Update exception dsn
2 Years Ago
Compile optimized base shaders again Redo public MSAA shader api & update glass/passthrough for it Should fix that random d3d11 error we get
2 Years Ago
Fix editor crash on exit (causing layout to not save)
2 Years Ago
Warn us if we can't open file stream for static combo decompression, I don't know if CUtlStreamBuffer warns us
2 Years Ago
Drop some shader related breadcrums
2 Years Ago
Allow to add non-forbidden headers to Http requests, we should replace this whole class soon
2 Years Ago
We aren't actually encoding normals on standard shader, so let's fix that, also let's have it DXT5 instead of BC7
2 Years Ago
Fixed numerous Rust models having incorrect collision
2 Years Ago
BuildShaders.bat needs to build the whole resource system now because shaders and resources. So do that.
2 Years Ago
Load spritecard shader with the main shader manager manifest so hopefully map compiler always has it loaded
2 Years Ago
Revert "Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum" This reverts commit aef55245f9cb3c500db9e32259cbde7f4b9f616d.
2 Years Ago
We do want to depth prepass in monitor views, it's much faster
2 Years Ago
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum https://i.imgur.com/l5kIX0T.png
2 Years Ago
Fix directional lightmaps and tangents on shadingmodel (including blendable), cleanup blendable, make directional lightmap settings not user editable since they're bullshit for artists We always want fast compile on iterations Recompile blendable
2 Years Ago
Build rendersystemempty when building shaders
2 Years Ago
Add mat_free_shaders so I can see how many unreferenced shaders can be destroyed
2 Years Ago
Cleanup and strip native postprocess pipeline and shader, fix dx11 validation error, remove unused combos, features & attribute - remove unused convars: r_post_fxaa, r_post_vignette, r_post_film_grain, r_post_mirror_horizontal, r_post_mirror_vertical
2 Years Ago
SetDefaultToRendersystemEmpty for vfxcompile, this should allow it to run on build server I hope
2 Years Ago
Fix Graphics.DrawRoundedRectangle not drawing a border
2 Years Ago
Fix foliage shader always failing MD5 check, rare situation where the shader has a program defined (geometry shader) with no code inside
2 Years Ago
Blocking load static combo requests, seeing little or no benefit to async and it's fucking us over
2 Years Ago
Fix mat_reloadshaders not finding all the proper materials it needs to reload
2 Years Ago
Removed SteamVRImport as it was unused
2 Years Ago
Revert back to the old way of reloading materials, blocking resource reload isn't stable
2 Years Ago
Fix mat_reloadshaders not trimming properly, check if shader resource file even exists for good measure