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

1 Year Ago
Don't draw editor gizmos if "show game objects only"
1 Year Ago
Whitelist some System.Buffer methods * System.Buffer.BlockCopy( System.Array, System.Int32, System.Array, System.Int32, System.Int32 ) * System.Buffer.ByteLength( System.Array ) * System.Buffer.GetByte( System.Array, System.Int32 ) * System.Buffer.SetByte( System.Array, System.Int32, System.Byte ) interopgen: don't needlessly overwrite subfiles as this would cause c++ rebuilds everytime
1 Year Ago
Whitelist System.Lazy Whitelist System.Runtime.CompilerServices.ConditionalWeakTable Revert "Never recompile symlinked assets, e.g compiled asset from asset.party that you have the source file for" This was causing more problems then it was solving, need to rethink a better way to do this. Whitelist System.Collections.Concurrent.ConcurrentDictionary & System.Collections.Concurrent.BlockingCollection
1 Year Ago
Whitelist System.Buffers.Binary.BinaryPrimitives Whitelist System.Environment.StackTrace
1 Year Ago
Shader Graph: Clean up recent files code; make clear recent files show again, only show max 10, re-opening a file moves it to the top of recent files
1 Year Ago
Fix build failing models, these probably need the same lodding setup as simple_dress too @DanduwFP
1 Year Ago
PropertySheet { init; } properties are read-only Fix choppy Input.Pressed outside of Simulate (e.g FrameSimulate or UI Tick) when FPS was lower than tick rate
1 Year Ago
Wrap map entity in a static EditorEntity class, expose if it's selected, transform, etc. usable within game code.
1 Year Ago
Hammer: managed traces add their trace info within list of native Hammer traces, can order themselves alongside native traces so we don't cock block others
1 Year Ago
Managed gizmos suppress native Hammer manipulators.. doesn't work in some cases, probably need to do a different way
1 Year Ago
SerializedEntity: right now it's just an accessor for MapEntity keyvalues
1 Year Ago
ui_text shader works in Hammer now (why do we need ToolsVis mode for this?)
1 Year Ago
Move rest of HammerGizmos to Sandbox.Tools, call static DrawGizmo on entities
1 Year Ago
Hammer gizmos using the ISceneView now Iterate map entities, find their matching type and call static method DrawGizmo within a Gizmo.Scope Move Hammer Gizmo instance to be owned by MapView
1 Year Ago
Whitelist System.Net.Primitives assembly, and HttpStatusCode type
1 Year Ago
Fix User-Agent typo so none would ever be set Let you define Content-Type and stuff through the standard headers field Fix these typos in the HttpHeaders whitelist, but probably will unwhitelist these
1 Year Ago
Can specify HttpContentHeaders specifically for Content related headers, non-content would still use standard way Http.CreateJsonContent specifies application/json as default content type
1 Year Ago
Static Http API (#604) Add Sandbox.Http static REST methods that run off an allow list in your project settings. Obsoletes Sandbox.Internal.Http. --------- Co-authored-by: Rohan Singh <rohan-singh@hotmail.com> Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
1 Year Ago
Swap order of parameters so method is first even though you should be using named optional parameters. Minor documentation fixes.
1 Year Ago
Set output color to adjusted atoc opacity, recompile foliage shader for this
1 Year Ago
Recompile citizen animgraph from editor, from contentbuilder cmd line it produces a 9kb file instead of 47kb?
1 Year Ago
Silly nob left debug msg in
1 Year Ago
Never recompile symlinked assets, e.g compiled asset from asset.party that you have the source file for
1 Year Ago
Rebuild content - mainly for removing obsolete shader attributes from materials using blendable/glass/foliage
1 Year Ago
ServerContent -> ServerContext
1 Year Ago
Get rid of blend mask from non blend material api
1 Year Ago
Quick play around to see if a static API for HTTP is good Add some methods for easily handling JSON requests Move access checks over Add optional params for headers and cancelaition tokens Obsolete Sandbox.Internal.Http Update WebSocket header handling Move Http into Sandbox.Game to align with the public WebSocket class Tests fix More tests Access list changes to allow HttpResponseMessage and HttpContent classes Have to specify what http uris you want to use in project settings, menu ignores this Quick doc pass Test some additional uris, fix equal uris not being permitted
1 Year Ago
Delete ShadingModelStandard, it never really worked but if you were using it for some reason use ShadingModelValveStandard instead as that'll stay backwards compatible. This probably shouldn't be a break, it's gonna stop remapping normal/rma on old glass materials otherwise Don't define standard material inputs if S_MULTIBLEND is set, this is the best way I can think of to reduce samplers on blendable without breaking backwards compatability. I don't see much reason for this stuff to even be in common, it's pretty hyper specific to the blendable shader. Also will get rid of the bullshit first input from an artist workflow: https://files.facepunch.com/yourname/1b2111b1/sbox-dev_kGyz4UAlhq.png
1 Year Ago
Cleanup material API Fix tintmask and cleanup multiblend further, reduce number of samples Add back these helper funcs we're using in shadergraph, should be moved or something in the future though, kinda overly specific ShaderGraph: fix includes, just use the standard one Fix metalness input texture
1 Year Ago
Use well known SCENE_RTSIZE_FRAMEBUFFER instead of manually fetching dimensions that seem to give us a 12k x 2k render target... This was flooding vram and causing errors I'm not sure what we were trying to fix when changing this, but if SCENE_RTSIZE_FRAMEBUFFER is returning the wrong dimensions for a framebuffer copy, we should fix that instead.
1 Year Ago
Remove defunct code about using cecil as the DMDType, not needed since we fix the references ourselves
1 Year Ago
Record event when we ILHotload, matches naming of existing hotloads so we can derive % easily
1 Year Ago
Whitelist UnreachableException constructors too
1 Year Ago
Failing test for static references
1 Year Ago
Foliage shader: Add standard vertex color based procedural animation based on http://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html Some additional changes here to Material API so we don't need to double sample for opacity & removal of dead code. Documentation: https://wiki.facepunch.com/sbox/Foliage_Shader https://files.facepunch.com/matt/1b1111b1/sbox-dev_3qi13Ck52s.mp4
1 Year Ago
Foliage shader: Add standard vertex color based procedural animation based on http://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html Some additional changes here to Material API so we don't need to double sample for opacity & removal of dead code. Documentation: https://wiki.facepunch.com/sbox/Foliage_Shader https://files.facepunch.com/matt/1b1111b1/sbox-dev_3qi13Ck52s.mp4
1 Year Ago
Undo hack inverting green channel, should be fixed on authored assets
1 Year Ago
Iterate, sort of done.. Need to derive wind params from game
1 Year Ago
Remove vr foliage animation from common vs code Material API shouldn't need to double sample for opacity.. have a look at this @Sam Update foliage to have basic artist defined animation based on vertex colors Update tree materials with foliage animation params
1 Year Ago
New rendersystemvulkan & vfx_vulkan [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts [temp] don't mount any asset.party shaders GetShaderFullPath: remove shader replacements and legacy prefix substitutes Shader fixes where DXC is slightly less forgiving on bad syntax (has a bad hack for material api in it) Rip up Material API to get it compiling Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it Latest compiled shaders
1 Year Ago
When finding dependant assets always search the same path first before any other Fixes a case where the assetsystem would get confused and infinitely recompile an asset if it had a dependancy across 2 addons, e.g: dm98's dm_crowbar.vmdl depends on crowbar01.fbx which exists in: 1. addons/citizen/models/citizen_props/crowbar01.fbx 2. addons/dm98/models/citizen_props/crowbar01.fbx Now it'll always favour 2 because it's in the same addon
1 Year Ago
Hammer: Max lightmap resolution 8k as 16k is impractical and never worked Hammer: Fix entities from remote packages by using new PackageManager API
1 Year Ago
Fix swapchain assert when closing editor window Fix typo in material compiler where it'd keep upgrading materials, provide some feedback too MET standardize shader to shader_c Recompile the rest of the materials that were using legacy paths before (hopefully this is all of them now)
1 Year Ago
ILHotload should never run with a debugger attached Clean up dead code Detour using a generated dynamic method copy from the replacing method
1 Year Ago
Scenes rendered from Sandbox.Tools apply an SVF_TOOL_VIEW flag, primarily this will stop stereo rendering on it
1 Year Ago
Fix error happening when using MET or recompiling assets due to null metadata in LoadTags
1 Year Ago
Fix static event exceptions throwing an error instead of showing the real exception
1 Year Ago
0ms hotload fast path poc when only method bodies change using MonoMod Biggest flaw of this is detecting the changes, Ziks has some good ideas with comparing the AST https://files.facepunch.com/matt/1b2611b1/sbox-dev_My23jH4uYG.mp4
1 Year Ago
New rendersystemvulkan & vfx_vulkan [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts [temp] don't mount any asset.party shaders GetShaderFullPath: remove shader replacements and legacy prefix substitutes Shader fixes where DXC is slightly less forgiving on bad syntax (has a bad hack for material api in it) Rip up Material API to get it compiling Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it Latest compiled shaders
1 Year Ago
Fix WebPanelTest throwing NRE in debugger .editorconfig changes to match Valve coding style better Delete IVfx::GetAllShaderVariables was only used for dynamic shader compiles Non Pow2 textures are allowed so make sure the tex coord scale gets set Auto upgrade "shader" kv in vmat source instead of just compiled, e.g "vr_complex.vfx" -> "shaders/complex.shader_c" Recompile all assets - mainly upgrading legacy shader names