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1,056 Commits over 1,157 Days - 0.04cph!

Yesterday
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
4 Days Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
5 Days Ago
Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file
5 Days Ago
Lightbinner layer managed Fix ObjectHighlight.shader
5 Days Ago
Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants
5 Days Ago
Santa Outfit (#1743)
5 Days Ago
Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845
5 Days Ago
Remove last few cloud references from core files
6 Days Ago
Make Join Game work through Steam
6 Days Ago
Depth downsampling -> managed render pipeline
6 Days Ago
Set TSPEC_TEXTURE_GEN_MIP_MAPS on RenderTargets with mips Whitelist error event analytics [ThreadStatic] AccessControl.Location because we test types in multiple threads and this was gibberish
8 Days Ago
More unused render pipeline Remove SceneSystemStats (snapshots for external debugger) Begin migrating CRenderingPipelineStandard to managed RenderPipeline with RenderLayer & ProceduralRenderLayer (w/ callback). Starting with depth prepass layer.
10 Days Ago
Skybox material preview https://files.facepunch.com/matt/1b1211b1/sbox-dev_M57SmAq1uF.png
11 Days Ago
Remove LAYERFLAGS_NO_APP_TILING (did nothing) Remove r_kick_dependent_views_early Remove "VrMonitor" attribute, this might add bloom to ScenePanel - if thats something we dont want it should be exposed in a more explicit way OffscreenParticleView isn't a thing
12 Days Ago
Update help url Fix toolrenderlayers having wireframe inverted on every layer
13 Days Ago
Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now
13 Days Ago
Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe Hammer wireframe uses new state override and not ToolsWireframe Drop r_show_hipoly_draw_calls Remove ToolsWireframe mode Don't repeat the same thing 6 times to wireframe a layer Update developer help url
13 Days Ago
Remove r_use_fullsort_for_opaque, we always depth prepass Add FillMode render state override on scene layers Remove this hidden dynamic objects stencil mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode
13 Days Ago
Drop IL verification since we compile every assembly from source on clients now
15 Days Ago
Dead cubemap rendering code
15 Days Ago
Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably)
16 Days Ago
Keep version, we'll use it in a different way
16 Days Ago
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
17 Days Ago
Another fix what is this
17 Days Ago
Fix ssao shader include
17 Days Ago
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
17 Days Ago
Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture
17 Days Ago
Bindless shader API class
17 Days Ago
Shader functions can specify storage class (static) and specify inline without erroring now
19 Days Ago
Add missing XeGTAO headers
25 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
29 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
30 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>
31 Days Ago
Can DrawInstanced a number of instances without uploading data
35 Days Ago
Need to download cloud asset references after we've imported resources not before
35 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
38 Days Ago
Prebuild the menu package
38 Days Ago
Load fonts in parallel Open the game window in SourceEnginePreInit instead so there's not that awkward 1-2 second of nothing
39 Days Ago
Fix hotloading test
39 Days Ago
EventRecord uses correct Version sha
39 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
40 Days Ago
Some additional troublesome Vulkan layer disables
41 Days Ago
Hotload ignore Refit Fixes Facepunch/sbox-issues#6843
45 Days Ago
Update Refit
45 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
45 Days Ago
Create assets/folders from sidebar folder nodes
46 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
46 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
47 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
47 Days Ago
Hammer: Can hover and select managed scene render meshes (ModelRenderer) as well as gizmo render bounds, whilst working alongside native traces