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1,109 Commits over 1,219 Days - 0.04cph!

1 Year Ago
tier0 math include shuffling
1 Year Ago
Add missing <memory> include
1 Year Ago
Strip gcsdk Delete toolstyleeditor Delete streamingbootstrap Delete nvtristriplib Delete vdata_editor Delete diffmemstats Delete obj_tool
1 Year Ago
fann unused
1 Year Ago
Delete dmxfind Delete mapbuilder Delete phogen Delete resourcecopy Delete sceneimagebuilder Delete vcdgen Delete particle_import Delete modeldoc_import Delete modeldoc_tweak Delete assetrename
1 Year Ago
New tier0 platform compile base OVERRIDE -> override Remove ALIGN_POSTs annotations clean up some unused
1 Year Ago
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1 Year Ago
C++20 Support * Using /permissive and /Wv:18 to start * Lots of odd fixes everywhere still coming from c++11 * Update protobuf to 24.3 and remove even older unused versions
1 Year Ago
Dunno how this got corrupted
1 Year Ago
Latest master compiled DXC now that bugs are fixed Minor HLSL2021 fix catching bad for loop scope Unload vfx dll at very end of vfxcompile Use -fvk-invert-y on geometry shaders too, works as expected on core shaders so "fix" it in objecthighlight shader Don't do these Pix events under Vulkan, incomprehensible
1 Year Ago
Stop trying to destroy aoproxy manually, it's a child now so it'll happen automatically and not risk double delete
1 Year Ago
Give our shader programs debug names so we can see them in debugger/renderdoc
1 Year Ago
Geometry shaders still need access to VS_INPUT
1 Year Ago
Aoproxy sceneobjects are children of their parents and inherit visibility - stops them lingering when entities are hidden
1 Year Ago
Ambient occlusion proxies made by SceneSystem instead of entity system
1 Year Ago
Protocol::Network++ because I removed CEnvVolumetricFog classes earlier
1 Year Ago
OOG Volumetric Fog * Added SceneCamera.VolumetricFog and SceneFogVolume * Fog volumes are part of SceneSystem instead of managed separately * Delete volumetric fog gamesystem, game entities and fgd entries, replace with C# game entities for volumetric fog controller & volumes * SceneMapLoader loads SceneFogVolumes and light_rect
1 Year Ago
Stop hunk detected showing all the time
1 Year Ago
SceneCamera viewports (#1253)
1 Year Ago
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1 Year Ago
Add raytracing pipeline support to rendersystemvulkan & vfx_vulkan * Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num ) * rendersystemvulkan: support raytracing pipelines * vfx / vfx_vulkan: support compiling rtx shader blocks targeting vulkan 1.2 * CRayTraceSceneWorld without lights for now
1 Year Ago
Hammer uses managed DockManager Makes the docking more flexible like our main game frame and lets editor projects add docks to Hammer like `[Dock( "Hammer", "Asset Browser", "snippet_folder" )]` and lets us start replacing native widgets with our own managed widgets easily.
1 Year Ago
Only try Convert.ChangeType if value implements IConvertible
1 Year Ago
Make m_SymLinks a CUtlMap Prioritize local files over downloaded (symlinked) files
1 Year Ago
Make Hammer gizmo sceneworld get added to view again
1 Year Ago
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1 Year Ago
Add SceneCamera.Skybox, port sky entities & client logic to C#
1 Year Ago
Remove dead spherical vignette code from user shading model
1 Year Ago
Initialize CRnWorld::m_debugDrawFilter
1 Year Ago
Remove unused spherical vignette from renderingpipeline and core shaders Unused viewport shit in camera renderer CCameraRenderer inherits SceneCamera Name for debugging
1 Year Ago
WorldTextEntity: Hammer gizmo uses specified color too
1 Year Ago
Remove unused manual base address setting Fix minor typo in vpc WorldTextEntity draws its text in Hammer & added GIzmo.Draw.WorldText
1 Year Ago
Fix fgd dying because of func_instance line
1 Year Ago
Whitelist System.Threading.Tasks.Task.ContinueWith and System.Threading.Tasks.TaskContinuationOptions closes sboxgame/issues/issues/3751
1 Year Ago
Fix asset spray tool model selection not working Native can set managed asset picker initial search filter, material editor uses this for _color shit filtering fuck off mysql_wrapper Can right click textures for managed asset menu in met
1 Year Ago
info_cull_triangles .fgd -> c# editoronly def Fix oopsie on info_overlay visibility_hint .fgd -> c# editoronly def Clear a bunch of these native -> nice conversions
1 Year Ago
info_overlay editor only c# definition, remove .fgd entry info_notepad editor only c# definition, remove .fgd entry remove func_instance fgd, unused Trim some fat from the .fgd
1 Year Ago
Delete info_spawngroup_landmark & info_spawngroup_load_unload, never worked and we'll think of something better after meld Delete info_dynamic_shadow_hint & info_dynamic_shadow_hint_box - unused Delete env_spherical_vignette
1 Year Ago
Update Microsoft.CodeAnalysis.CSharp 4.6.0 -> 4.7.0 Allow C# ref returns
1 Year Ago
Delete vmpi completely, hastily removed from vrad2 (should be replaced with vrad3 really)
1 Year Ago
Restore AssetBrowser property attribute editor
1 Year Ago
Remove native assetbrowser and replace all instances with our own asset picker ( orgs/sboxgame/discussions/3940 )
1 Year Ago
Hammer: asset spray randomize material groups Model path collapse can be undone
1 Year Ago
Fix AmbiguousMatchException in string.ToType
1 Year Ago
TriggerTeleport: retain scale
1 Year Ago
Warning for ambiguous GameResources
1 Year Ago
Remove reference type check from NetWrite.Write<T>( T[] ), we handle it in the call to NetWrite.Write<T>( T ) whilst handling strings and shit
1 Year Ago
Fix error in VROverlay dispose Fix FGDCurve with ToType
1 Year Ago
Hammer: move particle drop target to C# support cloud particles too Don't use partial package for map view drops, unreliable package type
1 Year Ago
Add Editor.MapDoc.MapStaticOverlay RenderAttributes.GetInt return type should be int not float Hammer material drop target can do static overlays, rework so you don't need explicit tags on asset.party Dragged static overlays use material mapping size Fix crap overlay angles from normal