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1,023 Commits over 1,127 Days - 0.04cph!

1 Year Ago
Remove FSR from renderingpipeline ( been gone from settings forever ) ShadingModel: use classes instead of structs where we have member functions Glass shader: be explicit with Material::lerp usage Fix ShadingModelStandard not using adjusted alpha to coverage opacity
1 Year Ago
Soundscapes always transmit, should fix long initial delay
1 Year Ago
Fix some more questionable crap I did Fix texture compiles being dark, typoed SrgbGammaToLinear instead of SrgbLinearToGamma 🤦
1 Year Ago
Fix threading issue in navgen too
1 Year Ago
Delete some unused tier0 files Fix threading issue in raytraceenvironment, be more explicit and capture the lambda parameters earlier when the job is queued not executed
1 Year Ago
New tier0 threadpool code from Valve * Functor processors removed in favor of std::function jobs (lambdas) * QueueJob always returns a SmartPtr now * JF_PER_FRAME flag added for scheduling jobs to be completed this frame * Improvements to contention by putting stuff on cachelines * New simple ParallelFor usage: ```cpp ParallelFor( 0, 10, []( int n ) { Msg( "%d\n", n ); } ); ``` The fun part: replaced all functor thread jobs with lambdas, and make it work with SmartPtrs This is just done manually by me and isn't from Valve, so there's likely a few cock ups - but everything I've tested has been good. Fix all occurences of WaitForFinishAndRelease() on smart ptrs
1 Year Ago
Delete native saverestore systems Saved myself a 5 minute change by spending hours deleting code, and I don't think I even got it all remove some unused convars cl_team, cl_class, (versus_)stats_highlight_interval, mapcyclefile and some debug concmds
1 Year Ago
ui: onmousedown triggers from middle mouse too, seems accidental that it wasn't
1 Year Ago
Add Asset.GetUnrecognizedReferencePaths() - returns a list of paths this asset references that can not be resolved (missing from disk) Missing asset resolver when loading Hammer maps If your map contains missing assets when you load your map (after EditorReferences have been resolved), we will check if there are matching assets on asset.party and prompt the user to install them. We don't have to worry about updating EditorReferences here either, as this is automatically done on save if any asset refs have a linked package. After the assets are installed the user will be prompted to reload the map - this is needed to reload the missing assets. https://files.facepunch.com/matt/1b1811b1/image%20%281%29.png
1 Year Ago
Fix Gizmo.Draw.SolidCircle transforms
1 Year Ago
Hammer: display download progress of cloud assets using gizmos
1 Year Ago
Can publish shaders & shader graphs
1 Year Ago
Hammer undos for sndscape and sound drops Hammer: cloud materials don't stick to everything they've hovered, and can be undone now
1 Year Ago
History API for Hammer Hammer: add undos for asset.party models & dragged entities
1 Year Ago
SceneSunLight transform sets the correct direction now
1 Year Ago
Add cloud path to CONTENT search path, fixes hotspot rects not working but probably loads of other weird stuff too
1 Year Ago
Gizmo.Model shouldn't cast shadows Make sure we have a Filesystem.Content early even though LocalProjects aren't added yet, fixes asset type icons not registering
1 Year Ago
Rebuild content path and open editor window on PostBootstrap since LocalProject are added in Bootstrap now, otherwise Qt doesn't know where any files are
1 Year Ago
tools_sprite shader: can use in standard mode
1 Year Ago
Gizmo.Draw.Sprite correct transform Gizmo sprites draw the right texture although this generic shader is shit
1 Year Ago
Update MapEntity.TypeDescription when class is changed from native
1 Year Ago
Oops not a string, return enum
1 Year Ago
CMapView m_pToolManager can be nullptr when rendering thumbnail
1 Year Ago
Add MapNode.Visible property, don't call DrawGizmos for hidden entities
1 Year Ago
Hammer manipulation mode maps to Gizmo.Settings.EditMode: select, position, rotate, scale, pivot
1 Year Ago
Hammer Gizmos (#874) ( https://wiki.facepunch.com/sbox/Hammer_Gizmos ) https://files.facepunch.com/matt/1b0511b1/gizmos.mp4
1 Year Ago
Whitelist some System.Buffer methods * System.Buffer.BlockCopy( System.Array, System.Int32, System.Array, System.Int32, System.Int32 ) * System.Buffer.ByteLength( System.Array ) * System.Buffer.GetByte( System.Array, System.Int32 ) * System.Buffer.SetByte( System.Array, System.Int32, System.Byte ) interopgen: don't needlessly overwrite subfiles as this would cause c++ rebuilds everytime
1 Year Ago
Whitelist System.Lazy Whitelist System.Runtime.CompilerServices.ConditionalWeakTable Revert "Never recompile symlinked assets, e.g compiled asset from asset.party that you have the source file for" This was causing more problems then it was solving, need to rethink a better way to do this. Whitelist System.Collections.Concurrent.ConcurrentDictionary & System.Collections.Concurrent.BlockingCollection
1 Year Ago
Whitelist System.Buffers.Binary.BinaryPrimitives Whitelist System.Environment.StackTrace
1 Year Ago
Shader Graph: Clean up recent files code; make clear recent files show again, only show max 10, re-opening a file moves it to the top of recent files
1 Year Ago
Fix build failing models, these probably need the same lodding setup as simple_dress too @DanduwFP
1 Year Ago
PropertySheet { init; } properties are read-only Fix choppy Input.Pressed outside of Simulate (e.g FrameSimulate or UI Tick) when FPS was lower than tick rate
1 Year Ago
Whitelist System.Net.Primitives assembly, and HttpStatusCode type
1 Year Ago
Fix User-Agent typo so none would ever be set Let you define Content-Type and stuff through the standard headers field Fix these typos in the HttpHeaders whitelist, but probably will unwhitelist these
1 Year Ago
Can specify HttpContentHeaders specifically for Content related headers, non-content would still use standard way Http.CreateJsonContent specifies application/json as default content type
1 Year Ago
Static Http API (#604) Add Sandbox.Http static REST methods that run off an allow list in your project settings. Obsoletes Sandbox.Internal.Http. --------- Co-authored-by: Rohan Singh <rohan-singh@hotmail.com> Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
1 Year Ago
Set output color to adjusted atoc opacity, recompile foliage shader for this
1 Year Ago
Recompile citizen animgraph from editor, from contentbuilder cmd line it produces a 9kb file instead of 47kb?
1 Year Ago
Silly nob left debug msg in
1 Year Ago
Never recompile symlinked assets, e.g compiled asset from asset.party that you have the source file for
1 Year Ago
Rebuild content - mainly for removing obsolete shader attributes from materials using blendable/glass/foliage
1 Year Ago
Get rid of blend mask from non blend material api
1 Year Ago
Delete ShadingModelStandard, it never really worked but if you were using it for some reason use ShadingModelValveStandard instead as that'll stay backwards compatible. This probably shouldn't be a break, it's gonna stop remapping normal/rma on old glass materials otherwise Don't define standard material inputs if S_MULTIBLEND is set, this is the best way I can think of to reduce samplers on blendable without breaking backwards compatability. I don't see much reason for this stuff to even be in common, it's pretty hyper specific to the blendable shader. Also will get rid of the bullshit first input from an artist workflow: https://files.facepunch.com/yourname/1b2111b1/sbox-dev_kGyz4UAlhq.png
1 Year Ago
Use well known SCENE_RTSIZE_FRAMEBUFFER instead of manually fetching dimensions that seem to give us a 12k x 2k render target... This was flooding vram and causing errors I'm not sure what we were trying to fix when changing this, but if SCENE_RTSIZE_FRAMEBUFFER is returning the wrong dimensions for a framebuffer copy, we should fix that instead.
1 Year Ago
Whitelist UnreachableException constructors too
1 Year Ago
Foliage shader: Add standard vertex color based procedural animation based on http://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html Some additional changes here to Material API so we don't need to double sample for opacity & removal of dead code. Documentation: https://wiki.facepunch.com/sbox/Foliage_Shader https://files.facepunch.com/matt/1b1111b1/sbox-dev_3qi13Ck52s.mp4
1 Year Ago
When finding dependant assets always search the same path first before any other Fixes a case where the assetsystem would get confused and infinitely recompile an asset if it had a dependancy across 2 addons, e.g: dm98's dm_crowbar.vmdl depends on crowbar01.fbx which exists in: 1. addons/citizen/models/citizen_props/crowbar01.fbx 2. addons/dm98/models/citizen_props/crowbar01.fbx Now it'll always favour 2 because it's in the same addon
1 Year Ago
Hammer: Max lightmap resolution 8k as 16k is impractical and never worked Hammer: Fix entities from remote packages by using new PackageManager API
1 Year Ago
Fix swapchain assert when closing editor window Fix typo in material compiler where it'd keep upgrading materials, provide some feedback too MET standardize shader to shader_c Recompile the rest of the materials that were using legacy paths before (hopefully this is all of them now)
1 Year Ago
Scenes rendered from Sandbox.Tools apply an SVF_TOOL_VIEW flag, primarily this will stop stereo rendering on it