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1,472 Commits over 1,157 Days - 0.05cph!

9 Months Ago
SceneMapLoader: don't cast dynamic shadows for map lights marked as baked shadows only
9 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)
9 Months Ago
Model AssetPreview: for viewmodels show bone merged arms and use viewmodel camera
9 Months Ago
Don't show install for incompatible cloud package types
9 Months Ago
Forgot the interop somehow
9 Months Ago
Add Graphics.CopyTexture for GPU texture copying, format and size must be the same
9 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 ISourceGenerator is obsolete and slow and we should figure out how to make this an IIncrementalGenerator Pixmap.UpdateFromPixels: Support RGBA8888 imageformat
10 Months Ago
More informative vulkan init failed message
10 Months Ago
Lightbinner handle exceeding max envmaps
10 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
10 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.
10 Months Ago
Make game resources compile again when saved
10 Months Ago
Don't call Asset.Compile in parallel 🤦
10 Months Ago
Set saved gizmo settings way earlier, protect against stomping the settings instance Fixes sbox-issues/issues/4888
10 Months Ago
Add some standard map entity definitions that we have loaders for: prop_physics, prop_animated, env_sky, env_gradient_fog, snd_event_*,
10 Months Ago
Protect against 0 width/height video modes and assert CHostedWidget::SizeToParent() don't change the video mode if height() is 0
10 Months Ago
Early error when trying to open an invalid project
10 Months Ago
Forgot to force add this dll
10 Months Ago
Launcher only launches a single instance of each project
10 Months Ago
CMapAssetType::CalculateDependencies suppress pointless upconversion of vmaps so we don't spend 30+ seconds doing so on initial load
10 Months Ago
Show stall source to everyone
10 Months Ago
ProjectList own file Run Asset.UpdateInternals() in parallel, empty project initial scan goes from 770ms -> 200ms Don't scan project filesystem twice
10 Months Ago
Remove broken (deleted) projects from the ProjectList
10 Months Ago
ProjectList: fix NRE on Project.Current
10 Months Ago
Fix InputRouter not passing to game when no menudll is loaded Fix launch settings, remove bullshit ones
10 Months Ago
Treat warnings as errors so I stop pushing shit code and having CI fail Fix warning
10 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
10 Months Ago
Fix a couple of invalid cases for compute shaders when viewport is very small but not zero
10 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
10 Months Ago
Fix empty test warning. Test OpenProject directly
10 Months Ago
10 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.
10 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
10 Months Ago
Delete CMaterialSystem2AppSystemDict::CreateMainConsoleWindow (dx9 hack) Whitelist Delegate.GetInvocationList() and Delegate.DynamicInvoke( System.Object[] )
10 Months Ago
Import heightmap dialog, support different resolutions Put all terrain editor code in its own namespace
10 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
10 Months Ago
Add adjusting camera speed with mouse wheel in editor first person camera
10 Months Ago
ShaderGraph preview target spir-v only properly Fix GetSearchPathArgs fucking up after more than 1 usage, fixes failing shader compiles
10 Months Ago
Fix vkCmdPipelineBarrier-dstStageMask-07949 tools_wireframe.shader: strip S_MOBILE properly and remove unused vertex input
10 Months Ago
Fix Asset.CompileIfNeededAsync() not failing early for assets that don't compile via asset system: maps, anim subgraphs and shaders
10 Months Ago
Fix ToolScene fullbright, used by blend channel pickers in Hammer
10 Months Ago
Standardize SceneMap.MapName same way native does, fix world physics when using local world name
10 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
10 Months Ago
Fix inverse multiselect logic
10 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
10 Months Ago
SceneCamera viewport caps size properly Bail out of CameraRenderer if no valid viewport
10 Months Ago
Unused resource glue Log_Detailed these rendersystemvulkan messages Fix crash with symlink resident resource reloading
10 Months Ago
Foliage: Fix depth alpha tests Foliage: fmod phase to avoid jittering imprecision at high time/world offsets
10 Months Ago
Fix tests from non fully init engine
10 Months Ago
PackageManager Mount/Unmount reloads symlinked resident resources