usermattcancel

1,664 Commits over 1,188 Days - 0.06cph!

Yesterday
Materials store the shader version they were compiled against, added Source( ShaderVersion ) for shaders to query what the current material was compiled against for backwards compatability Blendable: Use hemi octahedron encoded normals same as complex for better quality, remove a redundant texture lookup per layer, remove the 5th unused blend layer because wtf https://files.facepunch.com/matt/1b1811b1/mspaint_qIv6MYpn8Y.png
3 Days Ago
2d sdf lines, rects, arcs with analytical anti aliasing (lines are most complicated, other shapes are easy, no instancing yet, can be collapsed into 1 shader for every shape)
3 Days Ago
Fix failing to start game if VRSystem returns nullptr for extensions
3 Days Ago
Material.FromShader uses path and not just name - allows shaders of same name in different folders
6 Days Ago
Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface Our shader includes are a cyclic dependent mess, I have no idea how to not make this simple thing simple
6 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView CSceneObject::GetCTransformUnaligned() Delete random Hammer shit
6 Days Ago
Don't use shadercache if we're force recompiling. Output total time.
6 Days Ago
Leftover log, useless include
6 Days Ago
Fix race condition with GetTemporaryFolder() where we'd end up with a .source2.source2.source2 folder Mount cloud maps from snapshot too (repeated logic from MapInstance bleh)
9 Days Ago
Add referenced resources in the Scene to the vmap. Fixes Facepunch/sbox-issues#6839
10 Days Ago
Tripmines parent to what they were placed on (moving platforms, doors, etc.)
10 Days Ago
Explosions mark DamageInfo.IsExplosion = true Tripmines are damageable, shooting attributes the kill to the shooter, explosions cause a delayed explosion Look for damageable components in parents instead of children, needed for tripmine children colliders and makes more sense?
10 Days Ago
Hide/Unhide works on Hammer GameObjects Resolves Facepunch/sbox-issues#7200
10 Days Ago
10 Days Ago
Delete all this dota grass code
10 Days Ago
Add dump_scene concmd, puts a clone of the current scene onto the clipboard for debugging MapInstance: Don't delete all our children we've just received from the network snapshot Mounted VPKs are part of the snapshot, we need these mounted before we deserialize the received scene / networked objects
12 Days Ago
12 Days Ago
MapInstance doesn't load networked hammer gameobjects on clients as they'll be in the snapshot
12 Days Ago
ToolRenderLayer shouldn't force Forward mode as it disables face selection and other crap Hammer wireframe is just normal render pipeline wireframe now instead of all the special case layer stuff
13 Days Ago
ci build-menu uses new path
13 Days Ago
MenuBuild uses ToolAppSystem so everything is set correctly like Application.IsHeadless which was likely stopping it from compiling new menu dlls
13 Days Ago
Hammer Wireframe Overlay: white wireframe color works again Wireframe mode is white in game/scene again, fix depth test being disabled in scene, also bind expected lighting constants Fix invalid depth comparison sampling on well known 16 bit textures by targeting D16 and sampleable flags, these textures are used in place of the shadow depth buffer when shadows are disabled
13 Days Ago
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19 Days Ago
Obsolete GpuBuffer.UsageFlags.Counter, Structured and Append both have it automatically, this flag was only for D3D11. Both VK and D3D12 behave the same way for this.
19 Days Ago
Whitelist System.IParsable Closes Facepunch/sbox-issues#7253
19 Days Ago
Whitelist System.UInt128 Closes Facepunch/sbox-issues#6892
19 Days Ago
Whitelist a few assembly attributes a library was using
20 Days Ago
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20 Days Ago
Vulkan: Structured buffers also have a UAV hidden counter
21 Days Ago
Add GpuBuffer.UsageFlags.Counter for usage with structured buffers Enables IncrementCounter and DecrementCounter in HLSL Can also use GpuBuffer.SetCounterValue and GpuBuffer.CopyStructureCount These both previously and still do work with Append buffers Added default 0 offset parameter to GpuBuffer.CopyStructureCount
25 Days Ago
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25 Days Ago
Make wireframe models work in Hammer again, colored without a combo. Fixes Facepunch/sbox-issues#7215 Build shaders
26 Days Ago
Add needed modes to template shaders, this ToolsVis combo is the plague
30 Days Ago
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
32 Days Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
33 Days Ago
Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file
33 Days Ago
Lightbinner layer managed Fix ObjectHighlight.shader
33 Days Ago
Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants
33 Days Ago
Santa Outfit (#1743)
33 Days Ago
Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845
33 Days Ago
Remove last few cloud references from core files
34 Days Ago
Make Join Game work through Steam
34 Days Ago
Adjust contest meta tags, add longer description field
34 Days Ago
Depth downsampling -> managed render pipeline
34 Days Ago
Set TSPEC_TEXTURE_GEN_MIP_MAPS on RenderTargets with mips Whitelist error event analytics [ThreadStatic] AccessControl.Location because we test types in multiple threads and this was gibberish
34 Days Ago
Fix CameraComponent.ScreenNormalToRay Always define vTexCoord2 by default Shader rebuild Expose category tree and package properties to package find results Package category tree WIP filter, allow discovering WIP games Explicitly set fields/props to null when deserializing (#1728) Obsolete HostSync, add SyncFlag, add code upgrade / fix (#1729) This stuff shouldn't be public Move Qt.Orientation to Editor namespace, LinkableSplitter uses it Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work. Humans: convert Citizen animations on the ModelDoc side rather than graph side Start using SceneRenderingWidget instead of NativeRenderingWidget for shadergraph https://files.facepunch.com/layla/1b1311b1/sbox-dev_v8vsdE0JhV.png Only add query flag is property was set to true - otherwise remove the query flag Fix SceneRenderingWidget not calling PreRender Shadergraph: Fix preview ShowSkybox option Fix undo for convert to prefab (#1730) We need to explicitly unset PrefabSource by calling BreakFromPrefab if __Prefab is not specified. Give some hitbox depth bias to capsule collider gizmo Fix parsing <see> with langword / href More unused render pipeline Remove SceneSystemStats (snapshots for external debugger) Begin migrating CRenderingPipelineStandard to managed RenderPipeline with RenderLayer & ProceduralRenderLayer (w/ callback). Starting with depth prepass layer. Use custom mip filter that samples from neighbors for cubemapper https://i.imgur.com/nn23dRG.png Fixed NRE in code upgrader for HostSync in scenario where no sibling Sync is found Citizen/animgraph: fixed broken crouch states (oops) Remove legacy loop Add ControlSheet.AddProperty for expression to easily add static properties Add code editor control widget delete preferences.build event Title current code editor so it can show up titled in settings Page general uses control sheets Set tooltips for static control sheet properties Page networking uses control sheets ActionBasedSerializedProperty can provide attributes Page scene view uses control sheets Page notifications uses control sheets Don't adapt ActionBasedSerializedProperty for this, create a ReflectionSerializedProperty instead OpenPropertySheet -> OpenControlSheet Shadergraph: Use control sheet for preview settings popup Get rid of property sheet usage in widget gallery CompilerPage uses control sheet Move InputAction and enums from sandbox.system to sandbox.engine so they can be exposed Add CustomEditor for NamedEditor "keybind" InputActionPanel modal uses control sheet Expose ControlModeSettings Supported Control Modes uses control sheet Move input actions back to sandbox.system InputAction can't use control sheet yet, it exists sandbox.system and now it can't be moved from there to be exposed Package references uses control sheet Add FolderControlWidget Standalone review page uses control sheet Publish finalize page uses control sheet Delete RuntimeAddonPage, not used anymore? Project page uses control sheet InputActionPanel uses input action proxy for now because we can't move the fucker Block tool uses control sheet Path tool uses control sheet Delete property sheet cya Fix exception in TreeNode.SetChildren Order block tools, select current tool in combo box Use WorldTransform instead of Transform.World in engine code Remove remaining usage of Transform.World/Local Add simulation space option for particle force https://files.facepunch.com/layla/1b1511b1/sbox-dev_wMFfk99UTS.mp4 Add Scene.Trace.Rotated to allow for tracing rotated boxes or capsules (this already worked with FromTo( Transform, Vector ) but it's not obvious enough because no one knew it was there Drop model as static prop based on model archetype Allow for inner feathering for EnvmapProbe in UI, same defaults for hammer equivalents of this ggxcubemaphelper (cpu) is equivalent to cubemapper (gpu), increase sample count but use faster sampling and sample from first mip always https://i.imgur.com/5UuaG0b.mp4 Sample from mips again and decrease sample count to not be absurd for our budget More beards - human versions + malehead02 texture adjustments Merge branch 'master' into SantaOutfit24-2