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958 Commits over 1,004 Days - 0.04cph!

Today
UI: Do not render invalid texture background images Fix missing map select button
Today
Disallow np2 textures, crashes the DXT compressor we use, plus disables mips etc.
Today
CRenderDeviceBase::AsyncSetTextureData2: Fix nullptr crash with invalid rects Don't completely fail to start with an invalid controller plugged in, needs to be properly fixed in C++ though
5 Days Ago
Fucked debug code
5 Days Ago
Terrain: Add Hole tool This is a seperate R8 texture currently, but will be JsonUpgrade and folded once the splat map becomes an index map. https://files.facepunch.com/matt/1b2111b1/0pGQXMLbc2.png
5 Days Ago
Browse cloud terrain materials button Can drop terrain materials onto terrain in scene
7 Days Ago
Terrain Materials accept dragged cloud assets
8 Days Ago
TerrainMaterialList: Double clicking a material opens its editor (single click selects for use still) Terrain settings hide Collider properties which we force, can we have Terrain not inherit these at all @aylaylay Terrain: larger default clipmap extents (fine but can be smarter without a clod mesh), remake clipmap mesh on dirty properties Terrain: Add MaterialOverride for custom shaders using terrain shader api
9 Days Ago
DynamicSceneObject: AddVertex( Span ) should not accept a count, internalize ptr only method, VertexSceneObject adds range
22 Days Ago
Reverse Z (#1581) Every other modern engine uses a reversed depth buffer, Unity DX11+ UE4+ Godot It brings a massive improvement to depth buffer precision helping to prevent z-fighting and other depth precision issues. Source 2 has always had support for it but was not forced because of DX9. We should have turned this on long ago and will have to rip the band aid off at some point. It will break peoples custom shaders. The other ways their shaders would break that I'm unsure if we could provide compatability are rare: Interact with the depth buffer directly or through Depth::Get etc. Perform operations in clip space like gizmo_grid.shader does. I don't see why we'd ever change clip space direction again after this.
36 Days Ago
EditorPreferences.CameraZNear minimum range 1 please stop Resolves Facepunch/sbox-issues#5696 Box select works in ToolVis modes (ui_cssbox shader) Resolves Facepunch/sbox-issues#5699
38 Days Ago
Fix CSceneSystem::DownsampleTexture trying to make a 0 width/height mip
38 Days Ago
Add facepunch.hc1 to tests Restore obsolete Gizmo.HitBox.Model function signature to maintain compatibility
39 Days Ago
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39 Days Ago
ModelRenderer: Remove OnPreRender again, if this was hacking around something fix the root cause Replace AudioListener.OnPreRender Optimize NativeResourceCache.Tick() - was taking up to 0.25ms some frames
39 Days Ago
Add [Range( 1, ... )] to Camera.ZNear and Camera.ZFar, update docs. Seen a couple 0.01 inch znear cameras with insane z fighting today
39 Days Ago
VoiceManager: GetAvailableVoice before GetVoice, otherwise it's 0.1ms every frame (even when not speaking) Why would we need to set LightCookie to null on a destroyed light. Resolves Facepunch/sbox-issues#5664 Whitelist Delegate equality operators resolves Facepunch/sbox-issues#5658 Whitelist DependentHandle resolves Facepunch/sbox-issues#5660
39 Days Ago
Temporary RTs always have a UAV binding so you can use them with compute shaders SSAO: Use RenderTarget.GetTemporary instead of manual texture allocations
44 Days Ago
Delete WorldPanel immediately OnDisabled, otherwise it will linger forever when play mode is stopped
44 Days Ago
Correct place for these SceneObject sealed overrides Clear all these ptrs first to be safe, seal some more shit
48 Days Ago
VoiceComponent.PushToTalkInput mark with InputAction attribute
50 Days Ago
TextRenderer remove Text2 test property
52 Days Ago
Don't keep sounds that failed to load around trying to mix forever (matches how old vmix mixer handles it) Fixes #1597
53 Days Ago
Hightlight.RenderEffect: Use Scene.GetAllComponents instead of iterating every gameobject ( closes #1597 )
53 Days Ago
Codegen should shit itself if you don't use a string literal from Cloud.Asset() methods Terrain: Add height blend settings, add per material height and normal strength, various other polishing Hide GameResource.ResourceVersion
54 Days Ago
TerrainMaterialList: Allow drops properly
54 Days Ago
Editor post processing toggle closes #1587
57 Days Ago
SteamLobbySocket caches owner, calling SteamMatchmaking.GetLobbyOwner each tick had significant impact
59 Days Ago
Expose Terrain size properties to settings sheet
59 Days Ago
New TerrainMaterial & TerrainStorage resources, rework creation of terrain, component custom editor, simple height blends and various QOL improvements New TerrainMaterial asset, can be used on multiple terrains, copied from other projects * Replaces TerrainData.TerrainLayer which used manual packed vtex files * Accepts source images for: albedo, normal, rough, ao, height * Compiles into 2 generated vtex_c * Contains other properties for metalness, uv scale, uv rotation * AssetPreview is used for editor UX too, instead of hacky shit before * TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo * Drag drop TerrainMaterial assets into Terrain component * Open for expansion to grass/clutter properties TerrainStorage * Replaces TerrainData & TerrainDataFile * Make use of IJsonConvert to avoid all the crazy crap I was doing before * Drag drop TerrainStorage asset into scene * JsonUpgrader for TerrainData -> TerrainStorage, resmaples ^2+1 heightmaps to just ^2 Terrain component editor: * Support creating or linking TerrainStorage if none is attached * Split settings into its own tab * Add heightmap resampling for non pow2 heightmaps * Add import splatmap * Terrain creation no longer forced through GameObject menu, remove Hide attribute from Terrain component. * Remove special terrain save logic from SceneEditorSession, use scene.saved editor event * Texture streaming works properly * Basic height blend * Disable specular on terrain
59 Days Ago
Reverse Scene isEditor constructor so GameObjectSystem constructor is aware of editor scenes
60 Days Ago
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2 Months Ago
TextRenderer: Add TextAlign, FontWeight, FontControlWidget, remove OnPreRender
2 Months Ago
AssetInspector supports multiedit GameResource - resolves #5532
2 Months Ago
ScreenPanel should render ZIndex lowest to highest, matching all other UI behaviour - fixes Facepunch/sbox-issues#5462
2 Months Ago
SkyBox2D protect against null skybox - fixes Facepunch/sbox-issues#5569 Multi-edit works on [TextArea] properties - fixes Facepunch/sbox-issues#5556 Library projects get base project reference, matches compiler - fixes Facepunch/sbox-issues#5547
2 Months Ago
.gitignore: wanna keep these launchSettings local
2 Months Ago
Clear up these ".vfx" references to avoid confusion ColorGrading: Expose to TypeLibrary, make properties public so inspector can find them (Engine classes are exposed differently than classes in projects) Compiled ColorGrading shader ColorGrading: Don't need these private enums, they map 1:1 with the public
2 Months Ago
Revert "Fuck knows why I did this, seems to be causing problems now" - Fucked on AMD. It'll be easier to debug when we're not rendering backwards in NativeRenderingWidget
2 Months Ago
Fuck knows why I did this, seems to be causing problems now
2 Months Ago
Fix Razor panels erroring when using <style> tags. All code paths are already relative since CodeArchive changes. Fixes Facepunch/sbox-issues#5528
2 Months Ago
DragAssetData.Parse: Resolve local asset before attempting to make it a package ident Material API specular obeys S_SPECULAR same as Valve's PS_FinalCombinerDoLighting (you can now turn it off) Graphics.PrepareTextureForUse -> Texture.MarkUsed (Doesn't need a graphics context now) Json.SerializeAsObject (GameResource serialization) supports [JsonInclude] on non public properties. Deserialization already supported it.
2 Months Ago
Don't cache null types in AssetType.FromExtension. Fixes GameResource assets not appearing in projects that use libraries. Fixes Facepunch/sbox-issues#5498
2 Months Ago
Cleanup
3 Months Ago
vtf project unused Save Scene default path is assets path
3 Months Ago
README: Link to docs, remove old docs, unrequired prerequisite
3 Months Ago
A few more obvious ones
3 Months Ago
Remove ModelRenderer.OnPreRender, use Transform.OnTransformChanged
3 Months Ago
BufferedHashSet: Add removes from removals queue & Remove removes from additions queue
3 Months Ago
VTEX_InitCreationDescFromHeader: check for nullptr