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1,495 Commits over 1,157 Days - 0.05cph!

1 Year Ago
Strip gcsdk Delete toolstyleeditor Delete streamingbootstrap Delete nvtristriplib Delete vdata_editor Delete diffmemstats Delete obj_tool
1 Year Ago
fann unused
1 Year Ago
Delete dmxfind Delete mapbuilder Delete phogen Delete resourcecopy Delete sceneimagebuilder Delete vcdgen Delete particle_import Delete modeldoc_import Delete modeldoc_tweak Delete assetrename
1 Year Ago
New tier0 platform compile base OVERRIDE -> override Remove ALIGN_POSTs annotations clean up some unused
1 Year Ago
New tier0 platform compile base OVERRIDE -> override Remove ALIGN_POSTs annotations clean up some unused
1 Year Ago
New tier0 platform compile base OVERRIDE -> override Remove ALIGN_POSTs
1 Year Ago
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1 Year Ago
C++20 Support * Using /permissive and /Wv:18 to start * Lots of odd fixes everywhere still coming from c++11 * Update protobuf to 24.3 and remove even older unused versions
1 Year Ago
Clean up
1 Year Ago
libprotobufd Remove all these unused old protobuf .lib this even older protobuf also wasn't being used
1 Year Ago
Fix bad lambda capture
1 Year Ago
Fix bad dummy work items
1 Year Ago
Add new protobuf libs
1 Year Ago
Fix infinite loop, I'm very curious why this doesn't cause problems on master when it very obviously should
1 Year Ago
Turn on c++20 and see what fucks up Thats a lot of errors - lets do /permissive for now tier0: c++20 fixes More Update protobuf to 24.3, patch for source2 That's everything to make it compile
1 Year Ago
Dunno how this got corrupted
1 Year Ago
Latest master compiled DXC now that bugs are fixed Minor HLSL2021 fix catching bad for loop scope Unload vfx dll at very end of vfxcompile Use -fvk-invert-y on geometry shaders too, works as expected on core shaders so "fix" it in objecthighlight shader Don't do these Pix events under Vulkan, incomprehensible
1 Year Ago
Stop trying to destroy aoproxy manually, it's a child now so it'll happen automatically and not risk double delete
1 Year Ago
Give our shader programs debug names so we can see them in debugger/renderdoc
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