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1,037 Commits over 1,157 Days - 0.04cph!

5 Hours Ago
Dead cubemap rendering code
Today
Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably)
Yesterday
Keep version, we'll use it in a different way
Yesterday
vfx: remove unused HEADER { } carp vfx: remove GetDefaultBlock which is randomly not used for any but MODES block, default modes = just Default() everything else is too magic bullshit This seems bad
Yesterday
Another fix what is this
Yesterday
Fix ssao shader include
Yesterday
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive * Non templated version because sometimes your buffer will have various types * Usage flags can be combined now, e.g a buffer can be used as an IndexBuffer but also ByteAddress for compute shader * Added additional error checking, exposed readonly properties for count/size/usage * Added CodeUpgrader for ComputeBuffer -> GpuBuffer * Fix Terrain materials buffer overflowing its gpu buffer
Yesterday
Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture
2 Days Ago
Bindless shader API class
2 Days Ago
Shader functions can specify storage class (static) and specify inline without erroring now
4 Days Ago
Add missing XeGTAO headers
10 Days Ago
blendable: vertex paint tint masks apply per layer https://files.facepunch.com/matt/1b2711b1/sbox-dev_GItra2hhLI.png https://files.facepunch.com/matt/1b2711b1/sbox-dev_hO2CNKhDzx.png
15 Days Ago
Add Graphics.ResourceBarrierTransition supports transitioning Textures and ComputeBuffers states currently, e.g if you wanted to signal a resource should be readable in fragment after a compute write to it
15 Days Ago
Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods Add DrawModelInstanced methods to CommandList Add CommandList.Set for ComputeBuffer<T>
16 Days Ago
Can DrawInstanced a number of instances without uploading data
20 Days Ago
Need to download cloud asset references after we've imported resources not before
20 Days Ago
Fix GameResource assets not registering before loading startup scenes (and also compile assets), remove stupid Task.Delay hack? Fixes Facepunch/sbox-issues#6942
23 Days Ago
Prebuild the menu package
23 Days Ago
Load fonts in parallel Open the game window in SourceEnginePreInit instead so there's not that awkward 1-2 second of nothing
24 Days Ago
Fix hotloading test
24 Days Ago
EventRecord uses correct Version sha
24 Days Ago
Json warmup can be a background task. (-500ms) Make logging initialization more predictable to avoid double configuration waste Menu doesn't need access control (-100ms) Only initialize ILHotload in editor as that's the only context it's useful in (-100ms) We can await on account information until after menu is loaded, otherwise we're usually hanging here for a second or more doing fuck all ResourceLoader.LoadAllGameResource: FindFile `*` more optimized than `*.*` (150ms -> 75ms) Update Superluminal PerformanceAPI (Stop nagging) Update AMSI patch for .net9 so we're not wasting 100ms+ every full hotload / package load
25 Days Ago
Some additional troublesome Vulkan layer disables
26 Days Ago
Hotload ignore Refit Fixes Facepunch/sbox-issues#6843
30 Days Ago
Update Refit
30 Days Ago
Categorize Create Asset menu, can create code files, add templates for compute, material, unlit shaders Use GameResource.Category in New Asset menu Give built in resources categories too, merge with gameresources Create templates for c# empty, component, razor code files and compute, material, unlit shaders
30 Days Ago
Create assets/folders from sidebar folder nodes
31 Days Ago
EntityTreeModel::mimeData calls base again so native interactions still work Hammer GameObjects can have children https://files.facepunch.com/matt/1b0611b1/sbox-dev_icF9jl1PDP.png
32 Days Ago
Suppress native transform change callbacks too which were causing angles & scale changes to not execute Transform changes on managed execute EventPropertyEditorCoreAttributeChange_t so gizmos follow properly
32 Days Ago
Ensure GUID is saved all the time. And some validation: delete CMapGameObjects that have no GUIDs on load & create CMapGameObjects for scene gameobjects that don't have a match
32 Days Ago
Hammer: Can hover and select managed scene render meshes (ModelRenderer) as well as gizmo render bounds, whilst working alongside native traces
33 Days Ago
Hammer can paste gameobjects copied from scene editor Resolves Facepunch/sbox-issues#6762
33 Days Ago
Copying, shift transforms & undoing all work on hammer game objects. Only had to change all the callbacks to a new system again
34 Days Ago
If no [Inspector] found keep falling back on [CanEdit] Fixes Facepunch/sbox-issues#6784
34 Days Ago
Can drag scene prefabs into Hammer map view
34 Days Ago
mapbuilder: don't try to parse empty scene json fixes Facepunch/sbox-issues#6777
36 Days Ago
Hammer GameObjects (#1675) * Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c * MapInstance additive loads the SceneFile from inside the VPK Tie Meshes to GameObject: * Replaces Entity * GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider * HammerMesh is setup at map compile time with generated models. Editor: * Add HammerManagedInspector which can take over native inspector if it likes the MapNode type * Add HammerSceneEditorSession for handling saving properly * Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority) * Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos Hammer Outliner: * Managed sets DragData of map nodes in Hammer outliner * Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly * Removed duplicate entity list * Add "Create Game Object" button ActionGraph: * Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph --------- Co-authored-by: James King <james.king@facepunchstudios.com>
36 Days Ago
Properties with [Hide] don't contribute to features tabs Don't need these Hammer prefab templates anymore InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject )
40 Days Ago
Remove baked cubemaps code from Hammer Fix Hammer default layout. Also add Cloud Browser by default Fixes Facepunch/sbox-issues#6708
56 Days Ago
Fix crash in CDMXLoader::LoadMesh when there's no position attribute.. unsure why, the offending models need to be looked at
2 Months Ago
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2 Months Ago
Clamp dirty regions within terrain bounds Explicit updates for Terrain material buffers since we're not uploading this every frame like a mad man now TerrainMaterial.Metalness range 0.0f - 1.0f
2 Months Ago
Terrain: Make texture paint & holes also work with new undo
2 Months Ago
RectInt: your favourite Rect struct but with integers Texture.GetPixels: Able to specify dstRect fully Terrain optimizations, better undo/redo, clean up * Implement new undo/redo system, track delta changes instead of full snapshots (faster, more reliable) * Don't upload buffers every frame in OnPreRender * Stop using MakeDirty, each property only updates what it needs to * Only create SceneObject when we can actually use it * Don't over expose public methods & properties, remove dead methods Optimize TerrainStorage.GetDominantControlMapIndices 400ms -> 1ms Pass in a buffer we get from ArrayPool instead of allocating and returning, also preresolve some getters Vector3: Aggressive inlining on aggressively inlined System.Numerics.Vector3 methods TerrainClipmap mesh gen optimize 266ms -> 26ms
2 Months Ago
Don't recreate Edit menu, just update the undo options - fixes Facepunch/sbox-issues#6539
2 Months Ago
steamApiDll wasn't being populated properly, so it'd never free Dynamic edit menu, show top undo/redo entry name, disable if nothing on stack https://files.facepunch.com/matt/1b0111b1/0jX7JegPIJ.png
2 Months Ago
Revert "If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )" This reverts commit 3d84d6b56d8d948c5212e13e69ab82a2fc4af264.
2 Months Ago
Let's not have 2 KeyBind razor components, use same styling as settings for BindModal, fixes not being able to bind properly Fixes Facepunch/sbox-issues#6421
2 Months Ago
Use PackageManager to LoadAllGameResource from active packages instead of explicitly calling it everytime we need to after Package.MountAsync() Fixes Facepunch/sbox-issues#6206
2 Months Ago
RenderTarget.From throws an exception if the passed textures were not created as render targets. This then fixes crashes when you're trying to use these invalid RenderTargets. Fixes Facepunch/sbox-issues#6463