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

9 Months Ago
Add IEnumerable<Type>.GetCommonBaseType() CanEdit.CreateEditorFor( Array ) uses the most common base type. Fixes Facepunch/sbox-issues#5233 About to show!
9 Months Ago
FindRenderStateInfo case insensitive Support pascal case filter enums
9 Months Ago
Set InputState.Ignore if game isn't being played
9 Months Ago
CMaterialSystem2::GetVfxPlatformType default to SPIRV
9 Months Ago
Fresh shaders
9 Months Ago
Remove HLSL/GLSL compatibility funcs Delete unused Gather4Red macros Use normal precise keyword Piss off Dx9Sampler What the fuck is SV_ScreenPosition, delete pre SM 4.0 semantics Unused tessellation macros vr_cubemap_fog include common_samplers Fuck these Front/BackFace macros Useless redefines
9 Months Ago
vfx_vulkan: actually fail if any of this validation fails, add another validation check for binding ids vfx_vulkan: improve error feedback Remove domain/hull shaders (they weren't working, Valve already deleted them, compute better)
9 Months Ago
vfx_vulkan: never disable optimizations, this was fucking spirv-reflect and the compile time difference is minuscule Don't have a different fastMode shader compile, it doesn't do anything now Matching register offset check in AddSamplerStateVariableToCommandBuffer, same as SetSamplerStateValueFromVariable (prevent oob write) Bind some default shader resources to prevent crashes, this stuff shouldn't be hit normally so warn/assert it's likely solved by a shader recompile otherwise yell at me
9 Months Ago
Whitelist common_samplers.fxc (hate this)
9 Months Ago
PresentYUV420Texture sets its sampler state (this whole func is manual?), fix random crash from using an unbound sampler
9 Months Ago
Revert verifying bound samplers & images until I fix these bad bindings
9 Months Ago
Debug string for CTextureManagerVulkan::GetTextureResource Whitelist some more common exception types Vulkan: Verify bound samplers and images
9 Months Ago
VFX_MAX_SAMPLERS is 16 (matches VFX_MAX_SAMPLERS_PER_STAGE and RENDERSYSTEM_MAX_SAMPLERS ) - there is no reason a shader should have more samplers than this These sanity checks aren't sane, textures aren't samplerstates. A proper sanity check already exists in CVfxVulkan::CompileSource Use more common samplers for volume fog, vr lighting. Add g_sBilinearClamp & g_sPointClamp common samplers Fix error texture spam by making sure "EnvironmentMap" is always valid Dark mode non editor window Vulkan: Aftermath is opt-in with -aftermath, costly callstack info with -aftermath_full Recompile sprite shader
9 Months Ago
Warn Nvidia driver 551.23 for known issues Stop compiling rendersystemdx11, remove -dx11 switch Clean up IRenderHardwareConfig no need for all this DX8/360 crap, remove dxsupport.cfg override vfxcompile: stop compiling dxbc, remove vfx_dx11 Remove "Compile Optimized Shaders", spirv-opt always runs
9 Months Ago
Update sdl2 lib
9 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
9 Months Ago
Push missing lib
9 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
10 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
10 Months Ago
Add unrecognised reference paths to asset inspector Remove legacy path from CMapAssetType::CalculateDependencies
10 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
10 Months Ago
Fix showing project launch errors
10 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
10 Months Ago
SceneMapLoader: don't cast dynamic shadows for map lights marked as baked shadows only
10 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)
10 Months Ago
Model AssetPreview: for viewmodels show bone merged arms and use viewmodel camera
10 Months Ago
Don't show install for incompatible cloud package types
10 Months Ago
Forgot the interop somehow
10 Months Ago
Add Graphics.CopyTexture for GPU texture copying, format and size must be the same
10 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
11 Months Ago
ProjectList: fix NRE on Project.Current
11 Months Ago
Fix InputRouter not passing to game when no menudll is loaded Fix launch settings, remove bullshit ones
11 Months Ago
Treat warnings as errors so I stop pushing shit code and having CI fail Fix warning
11 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