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13,933 Commits over 1,583 Days - 0.37cph!

9 Months Ago
Serialize Component FullName instead of ClassName. Fixes cases where two components with the same name exist in different namespaces, sometimes the wrong one will be serialized. Fully backwards compatible. Fixes Facepunch/sbox-issues#5331
9 Months Ago
Auto collect font files to upload too
9 Months Ago
Fix tiled rendering on multiple viewports, was taking the main viewport from view rather than the actual viewport from layer :S https://i.imgur.com/PCXh3hJ.png
9 Months Ago
Temp hack fix device lost error in NativeRenderingWidget.cs
9 Months Ago
Check if main camera is null for EnvmapProbe dynamic renders
9 Months Ago
Cubemapper (#1504) * Cubemapper tests * Remove all ggx code for now & just copy directly to cubemap array * TextureCube with mipmaps and arrays and mipmaps * Move texture logic from cubemapper to c# * Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU * Handle all array index stuff in cubemapper * Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders * Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler * GGX filtering * Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples * Assert isn't valid anymore in ComputeImageViews since we can pass a cube array * Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png * Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV * Remove unsued, clean up * Dynamic cubemap component settings * Remove the old BuildCubeMaps * Add WidgetUtil.CreateSwapChain * NativeRenderingWidget renders in regular render path * Fix RenderDeviceInfo_t wrong size * Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers) * CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? * If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness * Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization * Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 ) * Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering * Use high quality GGX filtering if baking cubemap as OnEnabled * Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray * Don't fetch render attributes from context, that's composited over, fixes a crash * Assert when UAV Index is invalid * Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings * Ignore cubemap precomputed handshakes, we can add and remove cubemaps at will on scene, those do not have handshakes so the entire thing was already deprecated when we implemented maploader, this cache gets built by m_nCachedEnvMap at runtime This fixes scene cubemaps not showing on static map geometry * ANTLR: Support any dimension arrays * Use fast envmap filtering even for static ones, looks as good if not better than brute forcing if using a few more taps, delete reference_ibl_lighting.fxc (byebye) * Run filtering in two passes to eliminate any fireflies, realtime filtering looks as good as baked filtering now https://files.facepunch.com/sampavlovic/1b2911b1/465thMK9Yq.jpg * Limit number of simultanious cubemap updates on first load to not overflow transform count in large scenes * Remove S_SPECULAR_CUBE_MAP, stupid define, should just be S_SPECULAR * Extra checks on HandlePendingSwapChainResize, should fix device lost issues when trying to draw subsequently * Adjust number of threads on envmap filtering to avoid collision on accessing same source cubemap on per frame cubemap rendering, doesn't really slow this down * Fix missing textures when trying to query cubemaps from skybox, default value for EnvironmentMap should be thrown from lightbinner, not renderingpipeline * Update shaders --------- Co-authored-by: Garry Newman
9 Months Ago
Fall back to xbox glyphs (when using a controller) if we can't find one for our vendor Add a bunch of missing playstation glyphs, changed X/B/A/Y glyphs to white
9 Months Ago
Fix TextureSequence.IsLooping resetting to true because json serialize doesn't write defaults
9 Months Ago
Dead materials
9 Months Ago
Fix rotate editor tool stomping scale
9 Months Ago
Thank god nobody was using these Delete unused shaders/includes vfx preprocessor auto includes system.fxc Raw dog bindless API, we can build something higher level on top of this
9 Months Ago
Add SceneParticles.SetControlPoint for setting models
9 Months Ago
New version of moustache
9 Months Ago
Add Application.IsFocused, returns if the main game window is in focus
9 Months Ago
Get rid of inspector filter LineEdit (doesn't do anything)
9 Months Ago
Docs for CitizenAnimationHelper
9 Months Ago
Support warnOnMissing for SvgLoader.Load, don't spit out loads of warnings if our SVG wasn't found for input glyphs (we fall back to glyphs that always exist), display exception message in warning
9 Months Ago
New Hair - Braided beard and patchy beard
9 Months Ago
Try adjusting size before opening menu
9 Months Ago
Nicer action graph ValidationException stack traces https://files.facepunch.com/ziks/2024-04-03/sbox-dev_ROj6r4EUmt.mp4
9 Months Ago
Check if particle manager is valid before creating query, it doesn't exist when tests are running?
9 Months Ago
Create particle query in scene world constructor instead
9 Months Ago
Add particle query for scene worlds, implement trace line for collisions https://files.facepunch.com/layla/1b0311b1/sbox-dev_tak9xhmnli.mp4
9 Months Ago
Fixed NetPermission not working for static Rpcs (Fixes Facepunch/sbox-issues#5188)
9 Months Ago
Fix failing test, use float.PositiveInfinity not -1
9 Months Ago
NetList implements IList, IList<T> NetDictionary implements IDictionary, IDictionary<TKey,TValue>
9 Months Ago
AnimationIterationCount uses float infinity instead of -1 for "infinite" Fixes sbox-issues/issues/5306 Add index setter to SegmentedControl Fixes sbox-issues/issues/5300 Refresh editor title on project update Give primary buttons more feedback on click Project settings window updates title etc. correctly when project is modified sbox-issues/issues/4862
9 Months Ago
Open project when created Adding a new project sets it to the top Don't copy .gitignore if it exists - fixes Facepunch/sbox-issues#4634 Opening a .sbproj adds to project list
9 Months Ago
Add basic WorldInput component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_bbtgwmeZ0p.mp4)
9 Months Ago
TypeSerializedProperty.TryGetAsContainer should not propogate NoteChanged, commented on this behaviour - Fixes Facepunch/sbox-issues#5174
9 Months Ago
Can push the gizmo grid all the way down to 0.125 (with the hotkey too)
9 Months Ago
Start button on gamepad behaves the same way as hitting ESC
9 Months Ago
Accumulate escape presses across all input contexts - Fixes Facepunch/sbox-issues#5314
9 Months Ago
Create scene lights in default particle system query
9 Months Ago
Remove physics world creation flags
9 Months Ago
Remove userdata from physics interface
9 Months Ago
Remove pre and post solve callbacks from physics interface
9 Months Ago
Remove OverlapTest_t from physics world query, we don't use it
9 Months Ago
AMD driver check: 2.0.279 is fine for Polaris/Vega
9 Months Ago
Fix audio player play thread stomping seek request
9 Months Ago
Fix PhysicsShape.Triangulate incorrect index count
9 Months Ago
Add some null checks around lipsync processing
9 Months Ago
Fix LockCursorToCanvas on monitors with different DPI
9 Months Ago
Use string lists in ImpactEffectData
9 Months Ago
Fix music player seek not working before audio has chance to start playing
9 Months Ago
Fix icon
9 Months Ago
Add lipsync component for sound components
9 Months Ago
Add LipSyncAccessor
9 Months Ago
big scruffy beard adjustment
9 Months Ago
hair texture adjustments for colour wheel