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13,867 Commits over 1,552 Days - 0.37cph!

19 Days Ago
Citizen: disabled AO proxy nodes now that AO proxy support has been removed
19 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
19 Days Ago
Add Graphics.Draw from GpuBuffer<T>
19 Days Ago
Another fix what is this
20 Days Ago
Fix ssao shader include
20 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
20 Days Ago
Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture
20 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
20 Days Ago
Bindless shader API class
20 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
20 Days Ago
Shader functions can specify storage class (static) and specify inline without erroring now
20 Days Ago
Shaders
20 Days Ago
Fix compile warning
20 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
20 Days Ago
Remove unsued Update test packages Update cecil Update skia to 3.1
20 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
20 Days Ago
Hair Updates
20 Days Ago
Remove vfc.exe - unused prove me wrong - I want to minimize the entry points for shader compiling Remove unused mathlib class
20 Days Ago
Try to match normal and tangent of native material editor plane
20 Days Ago
Don't make this struct public
20 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
20 Days Ago
Initialize SSR to null on 3d skybox
20 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.
20 Days Ago
Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it
20 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.
20 Days Ago
Avoid div by zero in Gizmo.Draw.LineCylinder
21 Days Ago
Add plane_large.vmdl for large subdivided plane
21 Days Ago
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
21 Days Ago
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
21 Days Ago
Fix overriding SSR with a black texture when it should be initialized with a translucent one
21 Days Ago
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
21 Days Ago
Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure
21 Days Ago
Move joint OnBreak action to breaking group
21 Days Ago
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
21 Days Ago
Add Joint.IsBroken Add Joint.StartBroken Add Joint.Unbreak() to activate the joint after breaking
21 Days Ago
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits Spring joint impulse checked against break limit seems to be negated?
22 Days Ago
Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view
22 Days Ago
Remove unused shit from lightbinner and make everything enums
22 Days Ago
Fix Gizmo.Control.Position returning true without it being dragged on
22 Days Ago
Update shaders
22 Days Ago
Grey out tool buttons when disabled Fix asset picker when selecting cloud maps
22 Days Ago
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
22 Days Ago
Trigger exit detection only checks if there's any contacts on triggers, not non triggers
22 Days Ago
Revert 7e8268d0ca, it was causing issues when selecting every other GameObject node, I don't understand what it's trying to do 🙊
22 Days Ago
Disable Navmesh Warning "Could not build compact data" for now
22 Days Ago
Shader rebuild
22 Days Ago
Editor buttons desaturate when disabled/readonly
22 Days Ago
Add missing XeGTAO headers
22 Days Ago
Switch SSAO to use GTAO
22 Days Ago
Physics tool selects all rigidbodies in hierarchy