1,554 Commits over 1,219 Days - 0.05cph!
Add Editor.MapDoc.MapStaticOverlay
RenderAttributes.GetInt return type should be int not float
Hammer material drop target can do static overlays, rework so you don't need explicit tags on asset.party
Dragged static overlays use material mapping size
Fix crap overlay angles from normal
Hammer: Add extended box gizmo handles as a saved option
https://files.facepunch.com/matt/1b1611b1/sbox-dev_aoNTlauVjt.png
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Make sure CPipelineCacheManagerVulkan::PreShutdown() is called
Vulkan: Stylistic code updates, make diffs easier
Hammer: Remove legacy asset browser 👋
Revert "Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different"
This reverts commit 076e225cae9b15bffce9a6c45e37a4ec49cb89b4.
RenderTools::Draw don't reset the bound transform, but make sure it's set in CManagedRenderLayer before passing to UI.. Not great solution overall
vulkan: more VK_EXT_extended_dynamic_state fixes
UI VertexInput should only have nInstanceID with D_MULTIVIEW_INSTANCING
VK_EXT_graphics_pipeline: validate pipeline descriptor sets before draw
Vulkan: Remove AMDBindVertexBuffersWorkaround (fixed in 2018)
RenderTools::Draw: Add BindTransformSlot for an identity transform ( In future this should probably be CSceneSystem::BindIdentityTransformAndInstanceIDBuffer )
CRenderContextVulkan::BindVertexBuffer - mark it as used
vulkan: set primitive topology when using VK_EXT_extended_dynamic_state
Tool vis works in ScenePanel and anything else that uses Graphics.RenderToTexture
https://files.facepunch.com/matt/1b0111b1/sbox-dev_gjSS0HmRRF.png
Fix Mouse.Delta not working causing dragging in UI not to work too
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ComputeShader.Dispatch: Remark about thread group size being automatic
CRenderThreadDx11::OnReadBuffer: staging buffer needs to be the same size as the buffer to read, otherwise partial or offset reads silently fail
SceneModel.SetMaterialGroup -> SceneObject.SetMaterialGroup - dunno how I'd fucked this
ILHotload runs hotloaded event
foliage shader: transmissive features (transmissive in general seems fucked though, one for sam though)
If -project was already added but inactive, make it active
Stop opening cloud menu for -project launched games
ComputeShader use Material.FromShader, support using resource paths e.g new ComputeShader( "shaders/cs_compress.shader" );
Don't call Environment.Exit on ProcessExit, but make sure we still flush managed SentrySdk just before TerminateProcess
Add ComputeBuffer<T> class for creating, reading and writing GPU buffers for usage with ComputeShader
Structured buffers, byte address buffers and append structured buffers are all supported.
https://wiki.facepunch.com/sbox/Compute_Shaders
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>
Drop access type to keep things simple, add List<T> SetData variants, add elementOffset arguments, additional error checking
AppendConsume buffers still need the structured buffer flag too
ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics
Don't make ByteAddress buffers with unordered access
Docs, GetData alternative with no count, checks for disposed buffers
ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics
Don't make ByteAddress buffers with unordered access
Drop access type to keep things simple, add List<T> SetData variants, add elementOffset arguments, additional error checking
AppendConsume buffers still need the structured buffer flag too
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>
Ignore some mega early IME WM events until the engine is initialized, should fix Proton crashing at startup
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
Handle exceptions when using -project
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
Remove default pitch * 1.5f from Entity.BuildInput, just something we kept moving around from Source native
Make Package.IsMounted() work clientside on listen server hosts
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
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
Make sure log files use process path since CurrentDirectory is too early from getting set here
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 )
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
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler
https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler
https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
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 )
Fix crash when dragging cloud models quickly in/out of MapView
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
Trace.RunAll() - return empty array instead of null for no results
Fix copying text throwing exception
.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
Don't release jump list object unless it's succeeded (should fix crashes on Proton and maybe weird Windows setups), release another thing too
Shadergraph: only compile preview shader for the current render API
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 🤯
Remove very last DX9 references from source code 🫡
rubikon: Fix double free crash in CMultiworldSoftbodyStepper
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
Fix crash with procedural materials
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 );
+ }
```
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