usermattcancel

1,627 Commits over 1,157 Days - 0.06cph!

Yesterday
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
4 Days Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
5 Days Ago
Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file
5 Days Ago
Lightbinner layer managed Fix ObjectHighlight.shader
5 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
5 Days Ago
Santa Outfit (#1743)
5 Days Ago
Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845
5 Days Ago
Remove last few cloud references from core files
5 Days Ago
Make Join Game work through Steam
5 Days Ago
Adjust contest meta tags, add longer description field
5 Days Ago
Depth downsampling -> managed render pipeline
6 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
6 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
8 Days Ago
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.
10 Days Ago
Contest meta description + can upload image
10 Days Ago
Skybox material preview https://files.facepunch.com/matt/1b1211b1/sbox-dev_M57SmAq1uF.png
11 Days Ago
Remove LAYERFLAGS_NO_APP_TILING (did nothing) Remove r_kick_dependent_views_early Remove "VrMonitor" attribute, this might add bloom to ScenePanel - if thats something we dont want it should be exposed in a more explicit way OffscreenParticleView isn't a thing
12 Days Ago
Update help url Fix toolrenderlayers having wireframe inverted on every layer
13 Days Ago
Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now
13 Days Ago
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
13 Days Ago
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
13 Days Ago
Drop IL verification since we compile every assembly from source on clients now
15 Days Ago
Dead cubemap rendering code
15 Days Ago
Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably)
16 Days Ago
Keep version, we'll use it in a different way
16 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
16 Days Ago
Another fix what is this
16 Days Ago
Fix ssao shader include
16 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
17 Days Ago
Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture
17 Days Ago
Bindless shader API class
17 Days Ago
Shader functions can specify storage class (static) and specify inline without erroring now
17 Days Ago
Fixes
17 Days Ago
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive, non templated variant added, additional flags can be combined, debug names, error checking added GpuBuffer CodeUpgrader Fix Terrain materials buffer overflowing its gpu buffer
19 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation) CSceneObject::GetCTransformUnaligned() 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
19 Days Ago
Add missing XeGTAO headers
20 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation) 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
25 Days Ago
blendable: vertex paint tint masks apply per layer https://files.facepunch.com/matt/1b2711b1/sbox-dev_GItra2hhLI.png https://files.facepunch.com/matt/1b2711b1/sbox-dev_hO2CNKhDzx.png
26 Days Ago
decal component
26 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView 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
27 Days Ago
fix nre, cleanup unused, order, CommandList.Release -> CommandList.ReleaseRenderTarget
29 Days Ago
Add Graphics.ResourceBarrierTransition supports transitioning Textures and ComputeBuffers states currently, e.g if you wanted to signal a resource should be readable in fragment after a compute write to it
30 Days Ago
Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods Add DrawModelInstanced methods to CommandList Add CommandList.Set for ComputeBuffer<T>
31 Days Ago
Can DrawInstanced a number of instances without uploading data
34 Days Ago
Need to download cloud asset references after we've imported resources not before
34 Days Ago
Fix GameResource assets not registering before loading startup scenes (and also compile assets), remove stupid Task.Delay hack? Fixes Facepunch/sbox-issues#6942
37 Days Ago
Prebuild the menu package
37 Days Ago
a
37 Days Ago
ci adjustment
38 Days Ago
Fuck off