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1,356 Commits over 1,004 Days - 0.06cph!

5 Months Ago
Early error when trying to open an invalid project
5 Months Ago
Forgot to force add this dll
5 Months Ago
Launcher only launches a single instance of each project
5 Months Ago
CMapAssetType::CalculateDependencies suppress pointless upconversion of vmaps so we don't spend 30+ seconds doing so on initial load
5 Months Ago
Show stall source to everyone
5 Months Ago
ProjectList own file Run Asset.UpdateInternals() in parallel, empty project initial scan goes from 770ms -> 200ms Don't scan project filesystem twice
5 Months Ago
Remove broken (deleted) projects from the ProjectList
5 Months Ago
ProjectList: fix NRE on Project.Current
5 Months Ago
Fix InputRouter not passing to game when no menudll is loaded Fix launch settings, remove bullshit ones
5 Months Ago
Treat warnings as errors so I stop pushing shit code and having CI fail Fix warning
5 Months Ago
Initialize these engine classes outside of MenuDll now that editor doesn't run menu dll Null check a bunch of IMenuDll.Current calls
5 Months Ago
Fix a couple of invalid cases for compute shaders when viewport is very small but not zero
5 Months Ago
Nicer assert for invalid vk compute shaders, and don't actually dispatch invalid ones otherwise we'll probably crash Fuck this test for now, a full end to end test for opening a project would be better
5 Months Ago
Fix empty test warning. Test OpenProject directly
5 Months Ago
5 Months Ago
Remove File -> New Game Project... Make project opening code more predictable, move to Sandbox.Tools, fix compiling before dependant packages are installed, kill more content mode shit.
5 Months Ago
Terrain: 4 layer paintable splatmap, weighted blending, better normals, better tooling Shitty layer selection, need to GetPixels on a mip or something instead Import heightmap dialog, support different resolutions Put all terrain editor code in its own namespace Auto shading by slope Ao texture is excessive
5 Months Ago
Delete CMaterialSystem2AppSystemDict::CreateMainConsoleWindow (dx9 hack) Whitelist Delegate.GetInvocationList() and Delegate.DynamicInvoke( System.Object[] )
6 Months Ago
Import heightmap dialog, support different resolutions Put all terrain editor code in its own namespace
6 Months Ago
Terrain tool selection Splatting tool & compute shader, balances weights automatically Artist defined splats (albedo, normal, roughness, more is probably overkill) - use summed control map Nicer brush defaults Don't use VirtualWidgets for terrain tool selection, they're the most simple buttons + tooltips Better behaved brush preview, don't destroy/create every frame, can destroy on disable or invalid tool more normal normals default first layer for any missing weight Terrible performing Texture -> Pixmap, but only because of GetPixels on a 4k texture
6 Months Ago
Add adjusting camera speed with mouse wheel in editor first person camera
6 Months Ago
ShaderGraph preview target spir-v only properly Fix GetSearchPathArgs fucking up after more than 1 usage, fixes failing shader compiles
6 Months Ago
Fix vkCmdPipelineBarrier-dstStageMask-07949 tools_wireframe.shader: strip S_MOBILE properly and remove unused vertex input
6 Months Ago
Fix Asset.CompileIfNeededAsync() not failing early for assets that don't compile via asset system: maps, anim subgraphs and shaders
6 Months Ago
Fix ToolScene fullbright, used by blend channel pickers in Hammer
6 Months Ago
Standardize SceneMap.MapName same way native does, fix world physics when using local world name
6 Months Ago
Fix "could not find ConVar attribute" spam - should just silently set the backing value Warning -> Trace Unable to determine package Demote a bunch of vulkan debug logs to verbose only Holding shift/ctrl disables clearing selection by clicking nothing
6 Months Ago
Fix inverse multiselect logic
6 Months Ago
Gizmo.Select: allow unselect of object selections Shift allows multi select too but without deselecting SceneViewWidget.UpdateHovered: Just because we're already selected doesn't mean we can't be hovered, otherwise how will you deselect me Deselect game object when nothing is clicked
6 Months Ago
SceneCamera viewport caps size properly Bail out of CameraRenderer if no valid viewport
6 Months Ago
Unused resource glue Log_Detailed these rendersystemvulkan messages Fix crash with symlink resident resource reloading
6 Months Ago
Foliage: Fix depth alpha tests Foliage: fmod phase to avoid jittering imprecision at high time/world offsets
6 Months Ago
Fix tests from non fully init engine
6 Months Ago
PackageManager Mount/Unmount reloads symlinked resident resources
6 Months Ago
Whine about very old nvidia drivers to the user Vulkan: Always allow mutable swapchain format Vulkan: Update swapchain texture spec if overridden swapchain format videorecorder: convert image format if not RGBA
6 Months Ago
Disable a couple more crappy Vulkan overlays in editor mode Project creator: doesn't matter if directory doesn't exist becuase we're gonna make it
6 Months Ago
Disable some commonly bad third party overlays in editor mode - we can finally disable Steam overlay too in editor
6 Months Ago
Fix infinite recursion crash with prefabs when the root object has bone proxies
6 Months Ago
Fix trailing backslash escaping quoted search paths
6 Months Ago
Dead auto mount vpk code -outroot has to be specified before Only need to pass user project search paths & maintain mod names
6 Months Ago
Fix downloading cloud assets
6 Months Ago
Pass search paths to external spawned processes resourcecompiler and vfxcompile
6 Months Ago
Remove multiple editor instance nag Prefer -editor to -tools Remove native "Startup Tools" Don't create native splashscreen pixmap that we don't use Remove bs "Starting Asset Browser" line Unused -tool -asset command line ToolsDll remove dead gameloop code
6 Months Ago
Don't add inactive projects to filesystem
6 Months Ago
Don't get fucked by removed projects
6 Months Ago
Native doesn't automatically mount everything from config/addons.json Menu shouldn't care about local packages/projects - non-editor doesn't load any of that Remove JumpList - we can try this again when we have a concrete idea of project workflow Remove "Content Mode", remove skip start screen - all content should be in a project, so why wouldn't you create/open a project New Game Project -> New Project - these are workspaces for any content really AssetSystem: Defer scanning new projects until they've all been added, and fix the counter Remove Change Project - there's not much sanity in trying to reset the entire engine state when we could simply restart the process -project command line is part of editor bootstrap not engine Hacky mark all games as inactive on bootstrap Consolidate project filesystem logic, call native directly instead of saving json and relying on it reading it File -> Quit prompts unsaved changes Dirty editor window title when scene modified, add renderer Move editor only code out of engine Project class Make sure we still mount content projects on startup Support opening non-game projects Batch rebuild content path / update assetsystem on bootstrap
6 Months Ago
Native resource Load methods should only be called from main thread, the resourcesystem has no idea what to do with a blocking load on a thread and will just crash
6 Months Ago
Each SceneMap has a unique SpawnGroupHandle, fixes crashes with multiple map instances (including 3d skyboxes) in scenes
6 Months Ago
AssetSystem.CreateResource - create empty json not kv3 since I removed the legacy kv3 path TerrainEditorTool use EditorTypeLibrary for paint tools
6 Months Ago
Fix a `ERROR: Reentrant call to CResourceSystem::FrameUpdate()` caused by some resource compilers using g_pRenderDevice->Present() to clean up resources, this was cascading into swapchain updates when the window was resized (which always happens at startup) - which then make another call to the resource system to free previous swapchain resources.