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1,380 Commits over 1,066 Days - 0.05cph!

6 Months Ago
Vulkan: Show error message box and bail on VK_ERROR_DEVICE_LOST Vulkan: Enable Nvidia Aftermath for GPU crashdumps with VK_NV_device_diagnostic_checkpoints Vulkan: Add VK_EXT_device_fault support and dump info after device loss Vulkan: out-of-date or suboptimal swapchains are verbose logging Vulkan: Assert for absurd swapchain width/height that are happening during shutdown Vulkan: Log layers that are older than specified API version, these are the most likely cause of GPU device crashes
6 Months Ago
Push missing lib
6 Months Ago
Vulkan: Show error message box and bail on VK_ERROR_DEVICE_LOST Vulkan: Enable Nvidia Aftermath for GPU crashdumps with VK_NV_device_diagnostic_checkpoints Vulkan: Add VK_EXT_device_fault support and dump info after device loss Vulkan: out-of-date or suboptimal swapchains are verbose logging Vulkan: Assert for absurd swapchain width/height that are happening during shutdown Vulkan: Log layers that are older than specified API version, these are the most likely cause of GPU device crashes
6 Months Ago
Fix asset references trying to resolve before those references were added to the assetsystem, which would cause failed uploads No amount of reverting was fixing this, so I think this has existed for a long time... Fixes sbox-issues/issues/4914 sbox-issues/issues/5013
6 Months Ago
Add unrecognised reference paths to asset inspector Remove legacy path from CMapAssetType::CalculateDependencies
6 Months Ago
Terrain default cast shadows off Heightmap import support mac byte order Remake heightmap/controlmap texture when importing at a different size Fix enums on ReflectionSerializedObject properties
6 Months Ago
Fix showing project launch errors
6 Months Ago
Add mips to texture editor Fix GPU crash when ReadTexturePixels is provided a srcRect that exceeds texture size Terrain: Add splatting with layers, add heightmap imports, switch to editortool subtools
6 Months Ago
SceneMapLoader: don't cast dynamic shadows for map lights marked as baked shadows only
6 Months Ago
Add VK_EXT_full_screen_exclusive support for enabling but also explicitly disabling exclusive fullscreen (this should stop nvidia forcing exclusive fullscreen on borderless windows)
6 Months Ago
Model AssetPreview: for viewmodels show bone merged arms and use viewmodel camera
6 Months Ago
Don't show install for incompatible cloud package types
6 Months Ago
Forgot the interop somehow
6 Months Ago
Add Graphics.CopyTexture for GPU texture copying, format and size must be the same
6 Months Ago
Sandbox.Generator: don't run some unneeded codegen in intellisense.. ISourceGenerator is obsolete and slow and we should figure out how to make this an IIncrementalGenerator Pixmap.UpdateFromPixels: Support RGBA8888 imageformat
6 Months Ago
More informative vulkan init failed message
7 Months Ago
Lightbinner handle exceeding max envmaps
7 Months Ago
In tools don't demote exclusive fullscreen to cooperative fullscreen, these behave the same way on Nvidia's Vulkan drivers and a game window in a Qt widget acting like it's exclusive fullscreen will make your screen black
7 Months Ago
When saving a GameResource - reregister it with ResourceLibrary. When Scene/PrefabFile save they create a new GameResource, so the old one needs to be stomped out.
7 Months Ago
Make game resources compile again when saved
7 Months Ago
Don't call Asset.Compile in parallel 🤦
7 Months Ago
Set saved gizmo settings way earlier, protect against stomping the settings instance Fixes sbox-issues/issues/4888
7 Months Ago
Add some standard map entity definitions that we have loaders for: prop_physics, prop_animated, env_sky, env_gradient_fog, snd_event_*,
7 Months Ago
Protect against 0 width/height video modes and assert CHostedWidget::SizeToParent() don't change the video mode if height() is 0
7 Months Ago
Early error when trying to open an invalid project
7 Months Ago
Forgot to force add this dll
7 Months Ago
Launcher only launches a single instance of each project
7 Months Ago
CMapAssetType::CalculateDependencies suppress pointless upconversion of vmaps so we don't spend 30+ seconds doing so on initial load
7 Months Ago
Show stall source to everyone
7 Months Ago
ProjectList own file Run Asset.UpdateInternals() in parallel, empty project initial scan goes from 770ms -> 200ms Don't scan project filesystem twice
7 Months Ago
Remove broken (deleted) projects from the ProjectList
7 Months Ago
ProjectList: fix NRE on Project.Current
7 Months Ago
Fix InputRouter not passing to game when no menudll is loaded Fix launch settings, remove bullshit ones
7 Months Ago
Treat warnings as errors so I stop pushing shit code and having CI fail Fix warning
7 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
7 Months Ago
Fix a couple of invalid cases for compute shaders when viewport is very small but not zero
7 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
7 Months Ago
Fix empty test warning. Test OpenProject directly
7 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.
7 Months Ago
7 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
7 Months Ago
Delete CMaterialSystem2AppSystemDict::CreateMainConsoleWindow (dx9 hack) Whitelist Delegate.GetInvocationList() and Delegate.DynamicInvoke( System.Object[] )
7 Months Ago
Import heightmap dialog, support different resolutions Put all terrain editor code in its own namespace
7 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
7 Months Ago
Add adjusting camera speed with mouse wheel in editor first person camera
7 Months Ago
ShaderGraph preview target spir-v only properly Fix GetSearchPathArgs fucking up after more than 1 usage, fixes failing shader compiles
7 Months Ago
Fix vkCmdPipelineBarrier-dstStageMask-07949 tools_wireframe.shader: strip S_MOBILE properly and remove unused vertex input
7 Months Ago
Fix Asset.CompileIfNeededAsync() not failing early for assets that don't compile via asset system: maps, anim subgraphs and shaders
7 Months Ago
Fix ToolScene fullbright, used by blend channel pickers in Hammer
7 Months Ago
Standardize SceneMap.MapName same way native does, fix world physics when using local world name