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1,022 Commits over 1,127 Days - 0.04cph!

4 Days Ago
Need to download cloud asset references after we've imported resources not before
4 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
7 Days Ago
Prebuild the menu package
7 Days Ago
Load fonts in parallel Open the game window in SourceEnginePreInit instead so there's not that awkward 1-2 second of nothing
8 Days Ago
Fix hotloading test
8 Days Ago
EventRecord uses correct Version sha
8 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
9 Days Ago
Some additional troublesome Vulkan layer disables
10 Days Ago
Hotload ignore Refit Fixes Facepunch/sbox-issues#6843
14 Days Ago
Update Refit
14 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
14 Days Ago
Create assets/folders from sidebar folder nodes
15 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
15 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
16 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
16 Days Ago
Hammer: Can hover and select managed scene render meshes (ModelRenderer) as well as gizmo render bounds, whilst working alongside native traces
17 Days Ago
Hammer can paste gameobjects copied from scene editor Resolves Facepunch/sbox-issues#6762
17 Days Ago
Copying, shift transforms & undoing all work on hammer game objects. Only had to change all the callbacks to a new system again
18 Days Ago
If no [Inspector] found keep falling back on [CanEdit] Fixes Facepunch/sbox-issues#6784
18 Days Ago
Can drag scene prefabs into Hammer map view
18 Days Ago
mapbuilder: don't try to parse empty scene json fixes Facepunch/sbox-issues#6777
20 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>
20 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 )
24 Days Ago
Remove baked cubemaps code from Hammer Fix Hammer default layout. Also add Cloud Browser by default Fixes Facepunch/sbox-issues#6708
40 Days Ago
Fix crash in CDMXLoader::LoadMesh when there's no position attribute.. unsure why, the offending models need to be looked at
48 Days Ago
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48 Days 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
48 Days Ago
Terrain: Make texture paint & holes also work with new undo
49 Days 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
51 Days Ago
Don't recreate Edit menu, just update the undo options - fixes Facepunch/sbox-issues#6539
51 Days 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
51 Days 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.
56 Days 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
56 Days 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
56 Days 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
56 Days Ago
Avoid cyclic library references when publishing libraries Fixes Facepunch/sbox-issues#6414 Fixes Facepunch/sbox-issues#6410
56 Days Ago
MeshComponent updates meshsystem & sceneobject flags when setting a new model, this is usually automatic but it's a semi-procedural workflow
57 Days Ago
TreeView nodes do not call OnItemActivate when double clicking the expand/collapse button Fixes Facepunch/sbox-issues#6487
57 Days Ago
Use EditorTypeLibrary for Hammer PrimitiveBuilders (bonus: you can define these in your own editor libraries too) Fixes Facepunch/sbox-issues#6499
2 Months Ago
-allowlocalhttp works for WebSurface in editor only. Also limit Http local http to editor and headless (dedicated server), players should never be able to accidentally opt in Facepunch/sbox-issues#5774
2 Months Ago
Handle WebSurface.Url null, remove duplicate private url check Fixes Facepunch/sbox-issues#6380
3 Months Ago
Optimize TextureBuilder creations with no initial data * Use vkCmdClearColorImage instead of allocating a big empty buffer in managed * Texture.CreateInternal also passes a nullptr if the span is empty, so we don't do additional unnecessary setdata It's weird all of this stuff has an API of Span<T> & int length, but hard to fix without API breaking changes DrawIndirectArguments should be LayoutKind.Sequential
3 Months Ago
Backport some more gpu profiling for scenesystem
3 Months Ago
Backport scenesystem GPU profiling
3 Months Ago
Restore these deleted attributes to Valve core shaders, where we ended up only including them accidentally only in reflection mode in complex..... (fixes missing world mapping and other features in complex & more) sbox/pull/736/commits/bca14ecb2bba7d5410a2b971ab1f9a9c406a41d3 We should not be removing core stuff from core shaders because we're accidentally including our material api. The material api should depend on core, not the other way around compiled complex
3 Months Ago
ComputeBuffer.GetData - 0 count is illegal Add Model.GetIndexCount( int ) Model.GetIndexStart( int ) Model.GetBaseVertex( int ) Shadow map layers set proper ELayerEnum::Shadow, fixes SceneCustomObject not casting shadows
3 Months Ago
git blame ignore "Copy over changes for shader resources"
3 Months Ago
ComputeBuffer methods use the current render context if applicable, otherwise stuff is in weird shit orders Match upstream m_bIsReadOnlyDepthStencil Don't bind ShadowDepthBuffer as an input whilst we're writing to it as a render target (drawing shadows)... 🤯
3 Months Ago
Add ComputeBuffer.SetCounterValue( uint ) for Append buffers
4 Months Ago
Add ComputeBufferType.IndirectDrawArguments Public Graphics.DrawModel(Instanced)(Indirect), prefer Span<Transform> to Transform[T]