usermattcancel
branchsbox/mastercancel

1,139 Commits over 1,247 Days - 0.04cph!

Today
g_pApplication can be nullptr very early on
Today
ci: upload symbols before build shaders to diagnose crash
Today
Check Managed::SandboxEngine::IsReady() before spewing log
Today
ShaderCompiler: Output failures at the end, cleanup garbage before exiting Console apps don't buffer native log messages Remove random include from envmap_filtering_cs
Yesterday
Reapply "Store external descriptor set name hashes, otherwise these aren't being refed properly which could very well be the Intel crash" ExternalDescriptorSet needs to be described across VS/PS stages, put it in common.fxc (there are some shaders that will/can never use it like unlit) Fixup descriptor name hash for outdated ugc shaders Build shaders # Conflicts: # game/addons/base/Assets/shaders/terrain/cs_terrain_sculpt.shader_c
Yesterday
Don't PreJIT in editor, it adds a couple of seconds to startup time Unused IAssetSystem::OverrideAssetsWithVPK Stick a cache on FixupSearchPathName as it's a hot path whilst compiling due to CResourceCompilerPathScope https://files.facepunch.com/matt/1b2011b1/Profiler_WExqSdLF2F.png Let's try all "CONTENT" paths as "GAME" paths and remove "CONTENT" search paths, maybe everything will still work And then we can remove this extra PathScope for "CONTENT"
2 Days Ago
Revert "Store external descriptor set name hashes, otherwise these aren't being refed properly which could very well be the Intel crash" This reverts commit bc198bc4c991a59f6839367a0aa06b3de1b6ef19. Force rebuild shaders Ignore these invalid descriptor sets
3 Days Ago
Fuck it - I don't see why this crashes ci
3 Days Ago
Wrong place
3 Days Ago
Only print if engine ready
3 Days Ago
Force build shaders, some shaders have mismatched combos Console apps print native engine messages instantly
3 Days Ago
Remove remaining material-owned descriptor set code from rendersystemvulkan Store external descriptor set name hashes, otherwise these aren't being refed properly which could very well be the Intel crash Build shaders
4 Days Ago
Resource finalizer queues dispose and unregisters on main thread. Assert ResourceLibrary.Unregister as main thread only
4 Days Ago
Remove unused materialsystem-owned static descriptor sets This frees up slots 1 & 2, whilst external descriptor sets remain starting on 3
4 Days Ago
Let's start trying to shut the game down properly so we can flush stuff like shader cache and Api activity / stats
4 Days Ago
ShaderCompiler returns failure so the build server can fail when we push shit shader changes
4 Days Ago
Don't log engine console output upside down
5 Days Ago
Update Rider detection
8 Days Ago
Fix Frustum.GetBBox() excluding last corner
9 Days Ago
Fatal error on all VK_ERROR_OUT_OF_DEVICE_MEMORY results, don't invoke ErrorReports
9 Days Ago
Count unshadowed lights properly
10 Days Ago
Fix dedicated server crash when creating legacy particle systems
12 Days Ago
Revert "What if we explicitly r2r sbox.exe only" This reverts commit 4e8078b86f52d37d663f5fe4da8dc1dc33a862f1.
12 Days Ago
Clean up old dead code Collect and pass around SceneLightObjects instead of the LightDesc ptr Remove CSceneView::m_bIsThirdPerson Add "Cast Shadows" property to MeshComponent
15 Days Ago
Restore adding per frame stats from updating upstream code
15 Days Ago
Whitelist System.Private.CoreLib/System.ParamArrayAttribute
15 Days Ago
AccessControl touches method parameter custom attributes types Whitelist System.Diagnostics.CodeAnalysis.* Whitelist CollectionsMarshal.AsSpan<T> and CollectionsMarshal.SetCount<T> ( closes Facepunch/sbox-issues#6905 )
18 Days Ago
Fix ClothingList regression
22 Days Ago
Unused CSceneSystem::m_nTransformTextureRowCount ParentPackage installs to asset system so we can use prefabs, gameresources, etc. Show parent package in asset browser
25 Days Ago
Fix bindless lightmap crashes why are we never checking nullptrs ( closes Facepunch/sbox-issues#7705 )
39 Days Ago
Fix DOF erroring on non-msaa vfx_vulkan: SV_ViewID is a built in semantic Update CSceneSystem::SubmitDisplayListsForView removing multi-submit VR junk vulkan: unfuck image views for cube textures Shaders compile for shader model 6.1
40 Days Ago
Don't return a new list each light gather, reuse the already allocated memory
40 Days Ago
Unused SceneView methods Remove ISceneView::AddSceneObjectToRenderList ISceneView::GetWorldToRender & related return ISceneWorld not CSceneWorld Add CommandList.Set( StringToken, Texture ) Dispose of AssetPreviews after we've rendered their thumbnail. PreviewScene.Dispose destroys it's Scene
41 Days Ago
Restore accidentally deleted CreateTexture2D macros.. for now restore ui shader which was blitting text Delete some more shit resourcemanifests Fix bloom blur using wrong sampler causing bleeding over edges
42 Days Ago
Base shaders: stop using macros for texture creation + sampling, use standard HLSL syntax Core shaders: stop using macros for texture creation + sampling Build shaders yuv_resolve.shader should use explicit register positions (it's sampler was never being properly bound!!)
43 Days Ago
Unused materials using those unused shaders
43 Days Ago
Delete unused (or should be unused) shaders * ui * ui_texture_on_model * visualize_cloth * visualize_nav * visualize_physics * blur * unlit (ui shader) Deleted unused non-compute gaussian blur shader Delete pre SM4/DX10 compatability code Don't try to disable these shader warnings
43 Days Ago
Decals gradient uv scales off the proper axis (stops mipmapping way too soon)
45 Days Ago
Decal: Update transform when dirty too Fixes Facepunch/sbox-issues#7518
45 Days Ago
Add missing shader include Build shaders
45 Days Ago
Gpu decals point towards forward and not left 🤦 Fix Gpu Decals normals not transforming to world space New decal component - https://sbox.game/dev/doc/reference/components/decals/
53 Days Ago
Add r_gpu_decals toggle
53 Days Ago
Skin applies new decals (uses non-shared rendering path so Decals::Apply has to be inserted here) https://files.facepunch.com/matt/1b2711b1/sbox-dev_PM9LtJUEwM.png Build shaders
56 Days Ago
Forward+ Decals (#1606) GPU driven tile culled decals that modify their surfaces PBR properties. No additional draw calls for any decals. * PBR modification: Albedo, Normal, Roughness, Metal, AO * Works with transparent surfaces as it's not projecting based on depth * Color Tinting + Opacity * Angle attenuation * Automatic sort order + override * Future compataibility with extra data flags to add 100 more things * Decal::Apply( ... ) API
56 Days Ago
add octohedral_encoding.fxc include
58 Days Ago
Revert "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit 1fdcdeab689851f1093853faa8d8b4d6041d63f7. # Conflicts: # game/addons/base/Assets/postprocess/ObjectHighlight/objecthighlight.shader_c # game/addons/base/Assets/shaders/atmosphere_sky.shader_c # game/addons/base/Assets/shaders/blendable.shader_c # game/addons/base/Assets/shaders/foliage.shader_c # game/addons/base/Assets/shaders/fur.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_grid.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_line.shader_c # game/addons/base/Assets/shaders/glass.shader_c # game/addons/base/Assets/shaders/line.shader_c # game/addons/base/Assets/shaders/lpv_debug.shader_c # game/addons/base/Assets/shaders/sprite.shader_c # game/addons/base/Assets/shaders/terrain.shader_c # game/addons/base/Assets/shaders/terrain_brush.shader_c # game/addons/base/Assets/shaders/terrain_preview.shader_c # game/addons/base/Assets/shaders/tiled_light_culling_cs.shader_c # game/addons/base/Assets/shaders/ui_backdropfilter.shader_c # game/addons/base/Assets/shaders/ui_basic.shader_c # game/addons/base/Assets/shaders/ui_borderwrap.shader_c # game/addons/base/Assets/shaders/ui_cssbox.shader_c # game/addons/base/Assets/shaders/ui_cssshadow.shader_c # game/addons/base/Assets/shaders/ui_dropshadow.shader_c # game/addons/base/Assets/shaders/ui_filter.shader_c # game/addons/base/Assets/shaders/ui_text.shader_c # game/addons/base/Assets/shaders/vertex_color.shader_c # game/addons/base/Assets/shaders/water.shader_c # game/core/shaders/black_unlit.shader_c # game/core/shaders/cables.shader_c # game/core/shaders/complex.shader_c # game/core/shaders/complex_reflections.shader_c # game/core/shaders/cs_volumetric_fog.shader_c # game/core/shaders/debug_wireframe_2d.shader_c # game/core/shaders/decal.shader_c # game/core/shaders/depth_only.shader_c # game/core/shaders/eyeball.shader_c # game/core/shaders/generic.shader_c # game/core/shaders/hair.shader_c # game/core/shaders/post_process.shader_c # game/core/shaders/projected_decals.shader_c # game/core/shaders/projected_sheet_decals.shader_c # game/core/shaders/simple.shader_c # game/core/shaders/skin.shader_c # game/core/shaders/sky.shader_c # game/core/shaders/spritecard.shader_c # game/core/shaders/static_overlay.shader_c # game/core/shaders/tools_shading_complexity.shader_c # game/core/shaders/tools_solid.shader_c # game/core/shaders/tools_visualize_collision_mesh.shader_c # game/core/shaders/tools_wireframe.shader_c # game/core/shaders/ui.shader_c # game/core/shaders/visualize_cloth.shader_c # game/core/shaders/visualize_nav.shader_c # game/core/shaders/visualize_physics.shader_c # game/core/shaders/vr_tools_shading_complexity.shader_c Build shaders
59 Days Ago
Don't try to use shaderFloat16 either since this is only avaliable on gtx1660+
59 Days Ago
don't require everyone to have a raytracing capable gpu (:
59 Days Ago
Enable vulkan 1.2 features (scalarBlockLayout, bda, descriptor indexing, etc.) instead of using all the extensions
59 Days Ago
Build shaders