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1,382 Commits over 1,066 Days - 0.05cph!

1 Year Ago
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader Can be passed to RenderAttributes.Set( string, ComputeBuffer ) Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int ) Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int ) Can set/copy data outside a graphics block Flush this shit when using ComputeBuffer in a sync way, I'll do it a different way for an async/callback API API makes more sense to be ComputeBuffer<T>
1 Year Ago
Ignore some mega early IME WM events until the engine is initialized, should fix Proton crashing at startup
1 Year Ago
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader Can be passed to RenderAttributes.Set( string, ComputeBuffer ) Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int ) Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int ) Can set/copy data outside a graphics block
1 Year Ago
Handle exceptions when using -project
1 Year Ago
Native Plat_ExitProcess calls managed Environment.Exit, this way AppDomain.ProcessExit events will always execute such as to flush Sentry events Move bootstrap error dialogs to managed, display exception and make sure it lands in Sentry
1 Year Ago
Remove default pitch * 1.5f from Entity.BuildInput, just something we kept moving around from Source native
1 Year Ago
Make Package.IsMounted() work clientside on listen server hosts
1 Year Ago
Update all entities network hash after a server package has been installed - sboxgame/issues#3635 Adding a new server package would correctly change the DynamicAssemblyHash on both server and client, however all current entities would still have the old DynamicAssemblyHash. This would mean the clients would receive no [Net] updates for this entity. So to fix this we explicitly reset all entities network hash with Entity.UpdateAllNetworkHash() on OnServerPackageInstalled. Reinitializing the network tables would've also worked but would be wasteful since we know all our exisiting entities have not been changed unlike if the DynamicAssemblyHash were changed from hotload
1 Year Ago
Make !activator work for target entity on outputs Remove unimplemented procedural entities !caller, !player, !game_mode from combo box Entity IO: !game targets the GameManager so you can have [Input]s on it
1 Year Ago
Make sure log files use process path since CurrentDirectory is too early from getting set here
1 Year Ago
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader Can be passed to RenderAttributes.Set( string, ComputeBuffer ) Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int ) Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int )
1 Year Ago
All the stuff I just missed with .addon -> .sbproj, can still add inactive .addon and have it rename, don't do -project content projects as if they're games
1 Year Ago
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
1 Year Ago
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
1 Year Ago
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader Can be passed to RenderAttributes.Set( string, ComputeBuffer ) Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int )
1 Year Ago
Fix crash when dragging cloud models quickly in/out of MapView
1 Year Ago
Don't spam Draw: No Material Mode? from RenderTools::Draw, it's valid for there to be no valid mode when you're under tool vis modes
1 Year Ago
Trace.RunAll() - return empty array instead of null for no results Fix copying text throwing exception
1 Year Ago
Fix tests
1 Year Ago
.addon files become .sboxproj files Editor .sboxproj file association launches with -tools -project filepath https://files.facepunch.com/matt/1b1811b1/NVIDIA_Share_yyKyjxy8Lp.mp4 Make -project simpler, deactivate all other projects early and go to the game menu
1 Year Ago
Don't release jump list object unless it's succeeded (should fix crashes on Proton and maybe weird Windows setups), release another thing too
1 Year Ago
Shadergraph: only compile preview shader for the current render API
1 Year Ago
ShaderGraph: Use .source2/temp folder that is actually mounted instead of absolute path shaders, these go properly through the ShaderTypeManager and get the right offsets then Can compile Vulkan shaders on shadergraph / shaderhook now without crashes on DX11 🤯
1 Year Ago
Remove very last DX9 references from source code 🫡 rubikon: Fix double free crash in CMultiworldSoftbodyStepper
1 Year Ago
Update Qt with backported QTextEngine fixes for shitty strings TextEdit.AppendHtml remove invalid control characters, Qt has an open report on crashes caused by these.. and they're invalid anyway
1 Year Ago
Fix crash with procedural materials
1 Year Ago
Update materialsystem2 with latest Valve code Backporting latest Valve code to make it easier to integrate raytracing & bindless Removes render passes that never did anything, lots of refactoring materialsystem2 API becomes much simpler to draw stuff too: ```diff - IMaterialMode *pMode = pMaterial->GetMode( "Default" ); - if ( pMode != NULL ) // NULL if unsupported mode - { - MaterialRenderablePass_t renderablePassArray[ MATERIAL_RENDERABLE_PASS_MAX ]; - int nNumPasses = pMode->ComputeRenderablePassesForContext( NULL, pRenderContext, renderablePassArray ); - for ( int i = 0; i < nNumPasses; i++ ) - { - g_pMaterialSystem2->SetRenderStateForRenderablePass( NULL, pRenderContext, g_hLayout, renderablePassArray[i] ); - pRenderContext->DrawIndexed( RENDER_PRIM_TRIANGLES, 0, 6 ); - } - } + IMaterialMode *pMode = pMaterial->GetMode( "Default" ); + if ( g_pMaterialSystem2->SetRenderStateForMode( pMode, NULL, pRenderContext, g_hLayout ) ) + { + pRenderContext->DrawIndexed( RENDER_PRIM_TRIANGLES, 0, 6 ); + } ```
1 Year Ago
AssertDbg instead of Assert in MAT_OP_BIND paths, these are meant to be fast paths Lazy init SceneObject.Attributes since this was allocating CSceneObject::m_pExtraData for all sceneobjects, observable ~0.3ms improvement in generating draw lists
1 Year Ago
vfxc: add Radeon GPU Analysis, can target many arch Update fossilize rendersystemvulkan: new pipeline manager w/ VK_EXT_graphics_pipeline_library
1 Year Ago
Fix texture filtering feature on user shaders, recompile blendable and glass
1 Year Ago
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1 Year Ago
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1 Year Ago
Latest shaders with Vulkan RenderState fixes
1 Year Ago
Add -allowlocalhttp command line switch, only works on server and allows you to do http requests to any port on localhost or private IP addresses. This is only really gonna be useful for dedicated servers to access their apis
1 Year Ago
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1 Year Ago
vfxc: can output preprocessed hlsl for vulkan Use two stage macro expansion for RenderState and SrgbWrite so token pasting combos (and other defines) works as intended on DXC Fixes RenderState being evaluated incorrectly on Vulkan and doing nothing or worst case crashing `RenderState( CullMode, D_MYCOMBO );` was getting evaluated differently as FXC had some non standard macro expansion rules: FXC: `string g_renderState_CullMode < string arg1 = "1" ; > = "" ; ; ` DXC: `string g_renderState_CullMode < string arg1 = "D_MYCOMBO"; > = "" ;;` DXC's -flegacy-macro-expansion wasn't doing anything either
1 Year Ago
Fix Rider integration for toolbox installs - thanks faint
1 Year Ago
Latest compiled shaders - fix occasional blinking lights & fix lights on Vulkan
1 Year Ago
vfx_vulkan: do not use -fvk-invert-y on geometry shaders, only needed on vertex
1 Year Ago
Make vr_per_view_lighting_constants_legacy.fxc avaliable on retail
1 Year Ago
Rip out http allow list, rules for allowed urls are http/https to fully qualified domains or loopback on ports 80/443/8080/8443 Allow list was intended to let players clearly see what a game was doing, but there's better ways to do it
1 Year Ago
vulkan: don't do the flush trick for generate mips, not needed and force flushing the gpu from non main-thread cocks up
1 Year Ago
Shader fixes, recompile some addon shaders with Vulkan too
1 Year Ago
Fix GlobalLobby preventing games from starting :(
1 Year Ago
vulkan: surprassing max device access threads in MarkIssuesCommands isn't an error case anymore
1 Year Ago
Delete trilinear threshold 360 vulkan: rewrite per thread descriptor set pools, eliminating max device access threads since .net can use a shit load - need to add some garbage collection on top of this, but will prevent the main crash that's been occuring GlobalLobby works with new LobbyManager ( global chat works again )
1 Year Ago
Patch our C# launchers to enable discreet GPU usage by exporting NvOptimusEnablement & AmdPowerXpressRequestHighPerformance symbols
1 Year Ago
Hammer: fix crash with drag dropping map view
1 Year Ago
Don't try to visit field of a delegate, we don't need to - fixes sboxgame/issues#2642
1 Year Ago
Hammer: handle map node deletion when dragging - fixes sboxgame/issues#3092