usermattcancel
branchsbox/mastercancel

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

1 Year Ago
Hammer: Add extended box gizmo handles as a saved option https://files.facepunch.com/matt/1b1611b1/sbox-dev_aoNTlauVjt.png
1 Year Ago
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1 Year Ago
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1 Year Ago
Make sure CPipelineCacheManagerVulkan::PreShutdown() is called Vulkan: Stylistic code updates, make diffs easier Hammer: Remove legacy asset browser 👋
1 Year Ago
Revert "Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different" This reverts commit 076e225cae9b15bffce9a6c45e37a4ec49cb89b4.
1 Year Ago
RenderTools::Draw don't reset the bound transform, but make sure it's set in CManagedRenderLayer before passing to UI.. Not great solution overall
1 Year Ago
vulkan: more VK_EXT_extended_dynamic_state fixes UI VertexInput should only have nInstanceID with D_MULTIVIEW_INSTANCING VK_EXT_graphics_pipeline: validate pipeline descriptor sets before draw Vulkan: Remove AMDBindVertexBuffersWorkaround (fixed in 2018) RenderTools::Draw: Add BindTransformSlot for an identity transform ( In future this should probably be CSceneSystem::BindIdentityTransformAndInstanceIDBuffer ) CRenderContextVulkan::BindVertexBuffer - mark it as used
1 Year Ago
vulkan: set primitive topology when using VK_EXT_extended_dynamic_state
1 Year Ago
Tool vis works in ScenePanel and anything else that uses Graphics.RenderToTexture https://files.facepunch.com/matt/1b0111b1/sbox-dev_gjSS0HmRRF.png
1 Year Ago
Fix Mouse.Delta not working causing dragging in UI not to work too
1 Year Ago
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1 Year Ago
ComputeShader.Dispatch: Remark about thread group size being automatic CRenderThreadDx11::OnReadBuffer: staging buffer needs to be the same size as the buffer to read, otherwise partial or offset reads silently fail
1 Year Ago
SceneModel.SetMaterialGroup -> SceneObject.SetMaterialGroup - dunno how I'd fucked this
1 Year Ago
ILHotload runs hotloaded event
1 Year Ago
foliage shader: transmissive features (transmissive in general seems fucked though, one for sam though)
1 Year Ago
If -project was already added but inactive, make it active Stop opening cloud menu for -project launched games
1 Year Ago
ComputeShader use Material.FromShader, support using resource paths e.g new ComputeShader( "shaders/cs_compress.shader" ); Don't call Environment.Exit on ProcessExit, but make sure we still flush managed SentrySdk just before TerminateProcess
1 Year Ago
Add ComputeBuffer<T> class for creating, reading and writing GPU buffers for usage with ComputeShader Structured buffers, byte address buffers and append structured buffers are all supported. https://wiki.facepunch.com/sbox/Compute_Shaders
1 Year Ago
Ignore some mega early IME WM events until the engine is initialized, should fix Proton crashing at startup
1 Year Ago
Handle exceptions when using -project
1 Year Ago
Native Plat_ExitProcess calls managed Environment.Exit, this way AppDomain.ProcessExit events will always execute such as to flush Sentry events Move bootstrap error dialogs to managed, display exception and make sure it lands in Sentry
1 Year Ago
Remove default pitch * 1.5f from Entity.BuildInput, just something we kept moving around from Source native
1 Year Ago
Make Package.IsMounted() work clientside on listen server hosts
1 Year Ago
Update all entities network hash after a server package has been installed - sboxgame/issues#3635 Adding a new server package would correctly change the DynamicAssemblyHash on both server and client, however all current entities would still have the old DynamicAssemblyHash. This would mean the clients would receive no [Net] updates for this entity. So to fix this we explicitly reset all entities network hash with Entity.UpdateAllNetworkHash() on OnServerPackageInstalled. Reinitializing the network tables would've also worked but would be wasteful since we know all our exisiting entities have not been changed unlike if the DynamicAssemblyHash were changed from hotload
1 Year Ago
Make !activator work for target entity on outputs Remove unimplemented procedural entities !caller, !player, !game_mode from combo box Entity IO: !game targets the GameManager so you can have [Input]s on it
1 Year Ago
Make sure log files use process path since CurrentDirectory is too early from getting set here
1 Year Ago
All the stuff I just missed with .addon -> .sbproj, can still add inactive .addon and have it rename, don't do -project content projects as if they're games
1 Year Ago
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
1 Year Ago
Fix crash when dragging cloud models quickly in/out of MapView
1 Year Ago
Don't spam Draw: No Material Mode? from RenderTools::Draw, it's valid for there to be no valid mode when you're under tool vis modes
1 Year Ago
Trace.RunAll() - return empty array instead of null for no results Fix copying text throwing exception
1 Year Ago
Don't release jump list object unless it's succeeded (should fix crashes on Proton and maybe weird Windows setups), release another thing too
1 Year Ago
Shadergraph: only compile preview shader for the current render API
1 Year Ago
ShaderGraph: Use .source2/temp folder that is actually mounted instead of absolute path shaders, these go properly through the ShaderTypeManager and get the right offsets then Can compile Vulkan shaders on shadergraph / shaderhook now without crashes on DX11 🤯
1 Year Ago
Remove very last DX9 references from source code 🫡 rubikon: Fix double free crash in CMultiworldSoftbodyStepper
1 Year Ago
Update Qt with backported QTextEngine fixes for shitty strings TextEdit.AppendHtml remove invalid control characters, Qt has an open report on crashes caused by these.. and they're invalid anyway
1 Year Ago
Fix crash with procedural materials
1 Year Ago
Update materialsystem2 with latest Valve code Backporting latest Valve code to make it easier to integrate raytracing & bindless Removes render passes that never did anything, lots of refactoring materialsystem2 API becomes much simpler to draw stuff too: ```diff - IMaterialMode *pMode = pMaterial->GetMode( "Default" ); - if ( pMode != NULL ) // NULL if unsupported mode - { - MaterialRenderablePass_t renderablePassArray[ MATERIAL_RENDERABLE_PASS_MAX ]; - int nNumPasses = pMode->ComputeRenderablePassesForContext( NULL, pRenderContext, renderablePassArray ); - for ( int i = 0; i < nNumPasses; i++ ) - { - g_pMaterialSystem2->SetRenderStateForRenderablePass( NULL, pRenderContext, g_hLayout, renderablePassArray[i] ); - pRenderContext->DrawIndexed( RENDER_PRIM_TRIANGLES, 0, 6 ); - } - } + IMaterialMode *pMode = pMaterial->GetMode( "Default" ); + if ( g_pMaterialSystem2->SetRenderStateForMode( pMode, NULL, pRenderContext, g_hLayout ) ) + { + pRenderContext->DrawIndexed( RENDER_PRIM_TRIANGLES, 0, 6 ); + } ```
1 Year Ago
AssertDbg instead of Assert in MAT_OP_BIND paths, these are meant to be fast paths Lazy init SceneObject.Attributes since this was allocating CSceneObject::m_pExtraData for all sceneobjects, observable ~0.3ms improvement in generating draw lists
1 Year Ago
vfxc: add Radeon GPU Analysis, can target many arch Update fossilize rendersystemvulkan: new pipeline manager w/ VK_EXT_graphics_pipeline_library
1 Year Ago
Fix texture filtering feature on user shaders, recompile blendable and glass
1 Year Ago
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1 Year Ago
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1 Year Ago
Latest shaders with Vulkan RenderState fixes
1 Year Ago
Add -allowlocalhttp command line switch, only works on server and allows you to do http requests to any port on localhost or private IP addresses. This is only really gonna be useful for dedicated servers to access their apis
1 Year Ago
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1 Year Ago
vfxc: can output preprocessed hlsl for vulkan Use two stage macro expansion for RenderState and SrgbWrite so token pasting combos (and other defines) works as intended on DXC Fixes RenderState being evaluated incorrectly on Vulkan and doing nothing or worst case crashing `RenderState( CullMode, D_MYCOMBO );` was getting evaluated differently as FXC had some non standard macro expansion rules: FXC: `string g_renderState_CullMode < string arg1 = "1" ; > = "" ; ; ` DXC: `string g_renderState_CullMode < string arg1 = "D_MYCOMBO"; > = "" ;;` DXC's -flegacy-macro-expansion wasn't doing anything either
1 Year Ago
Fix Rider integration for toolbox installs - thanks faint
1 Year Ago
Latest compiled shaders - fix occasional blinking lights & fix lights on Vulkan
1 Year Ago
vfx_vulkan: do not use -fvk-invert-y on geometry shaders, only needed on vertex