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1,472 Commits over 1,157 Days - 0.05cph!

Yesterday
Dead cubemap rendering code
Yesterday
Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably)
3 Days Ago
Keep version, we'll use it in a different way
3 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
3 Days Ago
Another fix what is this
3 Days Ago
Fix ssao shader include
3 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
3 Days Ago
Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture
3 Days Ago
Bindless shader API class
3 Days Ago
Shader functions can specify storage class (static) and specify inline without erroring now
3 Days Ago
Fixes
3 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
5 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
5 Days Ago
Add missing XeGTAO headers
6 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
11 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
12 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
13 Days Ago
fix nre, cleanup unused, order, CommandList.Release -> CommandList.ReleaseRenderTarget
16 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
16 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>
17 Days Ago
Can DrawInstanced a number of instances without uploading data
21 Days Ago
Need to download cloud asset references after we've imported resources not before
21 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
24 Days Ago
Prebuild the menu package
24 Days Ago
a
24 Days Ago
ci adjustment
24 Days Ago
Fuck off
24 Days Ago
Prebuilding menu project halves startup time
24 Days Ago
Load fonts in parallel Open the game window in SourceEnginePreInit instead so there's not that awkward 1-2 second of nothing
25 Days Ago
Prebuilding menu project halves startup time
25 Days Ago
Fix hotloading test
25 Days Ago
EventRecord uses correct Version sha
25 Days Ago
Json warmup can be a background task. (-500ms) Make logging initialization more predictable to avoid double configuration waste Menu doesn't need access control (-100ms) Only initialize ILHotload in editor as that's the only context it's useful in (-100ms) We can await on account information until after menu is loaded, otherwise we're usually hanging here for a second or more doing fuck all ResourceLoader.LoadAllGameResource: FindFile `*` more optimized than `*.*` (150ms -> 75ms) Update Superluminal PerformanceAPI (Stop nagging) Update AMSI patch for .net9 so we're not wasting 100ms+ every full hotload / package load
26 Days Ago
Some additional troublesome Vulkan layer disables
27 Days Ago
Hotload ignore Refit Fixes Facepunch/sbox-issues#6843
31 Days Ago
Update Refit
31 Days Ago
Categorize Create Asset menu, can create code files, add templates for compute, material, unlit shaders Use GameResource.Category in New Asset menu Give built in resources categories too, merge with gameresources Create templates for c# empty, component, razor code files and compute, material, unlit shaders
31 Days Ago
Create assets/folders from sidebar folder nodes
32 Days Ago
EntityTreeModel::mimeData calls base again so native interactions still work Hammer GameObjects can have children https://files.facepunch.com/matt/1b0611b1/sbox-dev_icF9jl1PDP.png
33 Days Ago
Suppress native transform change callbacks too which were causing angles & scale changes to not execute Transform changes on managed execute EventPropertyEditorCoreAttributeChange_t so gizmos follow properly
33 Days Ago
Ensure GUID is saved all the time. And some validation: delete CMapGameObjects that have no GUIDs on load & create CMapGameObjects for scene gameobjects that don't have a match
33 Days Ago
Hammer: Can hover and select managed scene render meshes (ModelRenderer) as well as gizmo render bounds, whilst working alongside native traces
34 Days Ago
Hammer can paste gameobjects copied from scene editor Resolves Facepunch/sbox-issues#6762
34 Days Ago
Copying, shift transforms & undoing all work on hammer game objects. Only had to change all the callbacks to a new system again
35 Days Ago
If no [Inspector] found keep falling back on [CanEdit] Fixes Facepunch/sbox-issues#6784
35 Days Ago
Can drag scene prefabs into Hammer map view
35 Days Ago
mapbuilder: don't try to parse empty scene json fixes Facepunch/sbox-issues#6777
37 Days Ago
Hammer GameObjects (#1675) * Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c * MapInstance additive loads the SceneFile from inside the VPK Tie Meshes to GameObject: * Replaces Entity * GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider * HammerMesh is setup at map compile time with generated models. Editor: * Add HammerManagedInspector which can take over native inspector if it likes the MapNode type * Add HammerSceneEditorSession for handling saving properly * Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority) * Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos Hammer Outliner: * Managed sets DragData of map nodes in Hammer outliner * Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly * Removed duplicate entity list * Add "Create Game Object" button ActionGraph: * Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph --------- Co-authored-by: James King <james.king@facepunchstudios.com>
37 Days Ago
Cleanup Set native modified flag using SerializedObject callback, also emit EventMapNodeDescriptionChanged_t for the outliner
37 Days Ago
Set HelpUrl