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1,426 Commits over 1,127 Days - 0.05cph!

1 Year Ago
Geometry shaders still need access to VS_INPUT
1 Year Ago
Aoproxy sceneobjects are children of their parents and inherit visibility - stops them lingering when entities are hidden
1 Year Ago
Ambient occlusion proxies made by SceneSystem instead of entity system
1 Year Ago
Protocol::Network++ because I removed CEnvVolumetricFog classes earlier
1 Year Ago
Ambient occlusion proxies made by SceneSystem instead of entity system
1 Year Ago
OOG Volumetric Fog * Added SceneCamera.VolumetricFog and SceneFogVolume * Fog volumes are part of SceneSystem instead of managed separately * Delete volumetric fog gamesystem, game entities and fgd entries, replace with C# game entities for volumetric fog controller & volumes * SceneMapLoader loads SceneFogVolumes and light_rect
1 Year Ago
Make these entities internal, no need for public use in legacy entity system Make sure entities have default values in Hammer Remove IsMaster from volumetric fog controller entity, it doesn't do anything VolumetricFogVolume use BoundsHelper
1 Year Ago
Helper for baking fog Make baked fog work again Work out global bounds in the CVolumetricFog so we don't have to worry about it anywhere else
1 Year Ago
Remove the bullshit from VolumetricFog, setting bounds make no sense (and does nothing) when they're exclusively made from volume bounds
1 Year Ago
SceneMapLoader loads light_rect
1 Year Ago
Clean up SceneFogVolume, document and add strength/falloff Expose SceneCamera.VolumetricFog SceneMapLoader loads SceneFogVolumes
1 Year Ago
Make fog volumes part of the scenesystem, change our API to a SceneFogVolume class belonging to SceneWorlds
1 Year Ago
Delete volumetric fog gamesystem, game entities and fgd entries C# entity definitions for volumetric fog controller & volumes Everything got to be networked in this shit way First pass getting all of volumetric fog creation in C#
1 Year Ago
Stop hunk detected showing all the time
1 Year Ago
SceneCamera viewports (#1253)
1 Year Ago
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1 Year Ago
Add raytracing pipeline support to rendersystemvulkan & vfx_vulkan * Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num ) * rendersystemvulkan: support raytracing pipelines * vfx / vfx_vulkan: support compiling rtx shader blocks targeting vulkan 1.2 * CRayTraceSceneWorld without lights for now
1 Year Ago
Hammer uses managed DockManager Makes the docking more flexible like our main game frame and lets editor projects add docks to Hammer like `[Dock( "Hammer", "Asset Browser", "snippet_folder" )]` and lets us start replacing native widgets with our own managed widgets easily.
1 Year Ago
QHammerMainWnd is a managed DockWindow, start moving Hammer dock widgets over to DockManager Everything in hammer is added through managed DockManager Asset browser doesn't need to be made from native, use [Dock] DockManager manages View toolbars menu, delete all native for it Dock widgets dont need to be QDockWidget anymore Use StateCookie to save Hammer layout, add a default layout Mdi area is fine, but lets give it a proper name ToggleFullscreenLayout
1 Year Ago
Only try Convert.ChangeType if value implements IConvertible
1 Year Ago
Make m_SymLinks a CUtlMap Prioritize local files over downloaded (symlinked) files
1 Year Ago
Don't iterate the SceneCameras yet, we should iterate the Scene for Camera components when that's in
1 Year Ago
Experiments with layering cameras and multiple viewports Don't recycle depth from aoproxies for dynamic reflections, loses a fast depth prepass but focus on correctness first Fix hi-z depth chain with offsetted viewports SceneCamera.Enabled, WeakRef in Directory, ClearFlags -> bools
1 Year Ago
QHammerMainWnd is a managed DockWindow, start moving Hammer dock widgets over to DockManager Everything in hammer is added through managed DockManager Asset browser doesn't need to be made from native, use [Dock] DockManager manages View toolbars menu, delete all native for it Dock widgets dont need to be QDockWidget anymore Use StateCookie to save Hammer layout, add a default layout
1 Year Ago
Make Hammer gizmo sceneworld get added to view again
1 Year Ago
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1 Year Ago
Experiments with layering cameras and multiple viewports
1 Year Ago
Add SceneCamera.Skybox, port sky entities & client logic to C#
1 Year Ago
Cleanup & document These should be Entity.IsValid() checks Use SkyboxScale not Scale Scale safety check
1 Year Ago
Experiments with layering cameras and multiple viewports
1 Year Ago
Actually use the sky_camera position Fix rebase error I don't think anyone has ever used this command This cubemap code wasn't even setting any used attributes? Cleanup CEnvCubemapFog compatability with C# sky_camera, temp cause we're gonna move that to C# soon enough
1 Year Ago
Add SceneCamera.Skybox for rendering 3D skyboxes in the world sky_camera and skybox_reference ported to C# removing unused properties
1 Year Ago
Remove dead spherical vignette code from user shading model
1 Year Ago
Remove C++ game code for skyboxes, delete sky_camera and skybox_reference C# classes for skybox_reference and sky_camera Add SceneCamera.Skybox accessor Actually use the provided skybox world 3D skybox can consist of multiple sceneworlds Took me too long to figure out client.dll path needs the worldgroupid to UpdateObjectsForRendering
1 Year Ago
Initialize CRnWorld::m_debugDrawFilter
1 Year Ago
Remove C++ game code for skyboxes, delete sky_camera and skybox_reference C# classes for skybox_reference and sky_camera Add SceneCamera.Skybox accessor
1 Year Ago
Experiments with layering cameras and multiple viewports
1 Year Ago
Remove unused spherical vignette from renderingpipeline and core shaders Unused viewport shit in camera renderer CCameraRenderer inherits SceneCamera Name for debugging
1 Year Ago
WorldTextEntity: Hammer gizmo uses specified color too
1 Year Ago
Remove unused manual base address setting Fix minor typo in vpc WorldTextEntity draws its text in Hammer & added GIzmo.Draw.WorldText
1 Year Ago
Fix fgd dying because of func_instance line
1 Year Ago
Whitelist System.Threading.Tasks.Task.ContinueWith and System.Threading.Tasks.TaskContinuationOptions closes sboxgame/issues/issues/3751
1 Year Ago
Fix asset spray tool model selection not working Native can set managed asset picker initial search filter, material editor uses this for _color shit filtering fuck off mysql_wrapper Can right click textures for managed asset menu in met
1 Year Ago
info_cull_triangles .fgd -> c# editoronly def Fix oopsie on info_overlay visibility_hint .fgd -> c# editoronly def Clear a bunch of these native -> nice conversions
1 Year Ago
info_overlay editor only c# definition, remove .fgd entry info_notepad editor only c# definition, remove .fgd entry remove func_instance fgd, unused Trim some fat from the .fgd
1 Year Ago
Delete info_spawngroup_landmark & info_spawngroup_load_unload, never worked and we'll think of something better after meld Delete info_dynamic_shadow_hint & info_dynamic_shadow_hint_box - unused Delete env_spherical_vignette
1 Year Ago
Update Microsoft.CodeAnalysis.CSharp 4.6.0 -> 4.7.0 Allow C# ref returns
1 Year Ago
Delete vmpi completely, hastily removed from vrad2 (should be replaced with vrad3 really)
1 Year Ago
Restore AssetBrowser property attribute editor
1 Year Ago
Remove native assetbrowser and replace all instances with our own asset picker ( orgs/sboxgame/discussions/3940 )