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

11 Months Ago
Fix a couple of invalid cases for compute shaders when viewport is very small but not zero
11 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
11 Months Ago
Fix empty test warning. Test OpenProject directly
11 Months Ago
11 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.
11 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
11 Months Ago
Delete CMaterialSystem2AppSystemDict::CreateMainConsoleWindow (dx9 hack) Whitelist Delegate.GetInvocationList() and Delegate.DynamicInvoke( System.Object[] )
11 Months Ago
Import heightmap dialog, support different resolutions Put all terrain editor code in its own namespace
11 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
11 Months Ago
Add adjusting camera speed with mouse wheel in editor first person camera
11 Months Ago
ShaderGraph preview target spir-v only properly Fix GetSearchPathArgs fucking up after more than 1 usage, fixes failing shader compiles
11 Months Ago
Fix vkCmdPipelineBarrier-dstStageMask-07949 tools_wireframe.shader: strip S_MOBILE properly and remove unused vertex input
11 Months Ago
Fix Asset.CompileIfNeededAsync() not failing early for assets that don't compile via asset system: maps, anim subgraphs and shaders
11 Months Ago
Fix ToolScene fullbright, used by blend channel pickers in Hammer
11 Months Ago
Standardize SceneMap.MapName same way native does, fix world physics when using local world name
11 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
11 Months Ago
Fix inverse multiselect logic
11 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
11 Months Ago
SceneCamera viewport caps size properly Bail out of CameraRenderer if no valid viewport
11 Months Ago
Unused resource glue Log_Detailed these rendersystemvulkan messages Fix crash with symlink resident resource reloading
11 Months Ago
Foliage: Fix depth alpha tests Foliage: fmod phase to avoid jittering imprecision at high time/world offsets
11 Months Ago
Fix tests from non fully init engine
11 Months Ago
PackageManager Mount/Unmount reloads symlinked resident resources
11 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
11 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
11 Months Ago
Disable some commonly bad third party overlays in editor mode - we can finally disable Steam overlay too in editor
11 Months Ago
Fix infinite recursion crash with prefabs when the root object has bone proxies
11 Months Ago
Fix trailing backslash escaping quoted search paths
11 Months Ago
Dead auto mount vpk code -outroot has to be specified before Only need to pass user project search paths & maintain mod names
11 Months Ago
Fix downloading cloud assets
11 Months Ago
Pass search paths to external spawned processes resourcecompiler and vfxcompile
11 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
11 Months Ago
Don't add inactive projects to filesystem
11 Months Ago
Don't get fucked by removed projects
11 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
11 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
11 Months Ago
Each SceneMap has a unique SpawnGroupHandle, fixes crashes with multiple map instances (including 3d skyboxes) in scenes
11 Months Ago
AssetSystem.CreateResource - create empty json not kv3 since I removed the legacy kv3 path TerrainEditorTool use EditorTypeLibrary for paint tools
11 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.
11 Months Ago
Fix infinite loop compiling games, sorry!
11 Months Ago
Check typedef before we try and use it PackageLoader: Don't add a package to loaded until we know the assemblies aren't going to throw
11 Months Ago
Graphics.Draw (RenderTools::DrawSceneObject) passes non-uniform scale to shader
11 Months Ago
Input action keybinds accept Tab Input actions setup MOUSE buttons correctly, also uppercase everything so it's consistent
11 Months Ago
Fix map 3d skyboxes lifecycle by making them map components Offset 3d skybox camera by skybox_reference position
11 Months Ago
git-blame-ignore dotnet format commit LineEdit: Enter key blurs the widget Bounding box editor tool Add ITerrainPaintTool for easily extensible terrain painting tools
11 Months Ago
Fix build
11 Months Ago
Fix imprecise degrees <-> radians which was causing bad quat <-> euler Rotation.Angles(): at singularities pitch should always be +-(π/2) A few more tests around euler angles at singularities
11 Months Ago
Time out if we can't connect to a host when joining a lobby
11 Months Ago
Delete all vmat_c except a few required ones - should build correctly on CI since contentbuilder fixes Registering textures here shouldn't be needed anymore
11 Months Ago
Less spaghetti on project initialization: only load user projects in editor mode, add & compile built-in first and only error then, remove dead code paths