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

1 Year Ago
Disable assert for render thread index exceeding maximum, not needed on DX11 and for Vulkan I'll make it valid to have a slower path when this is exceeded - although it's probably worth looking at how many threads C# can summon in the first place.
1 Year Ago
ShaderGraph: Fix WorldPosition node
1 Year Ago
hlsl_parser: Remove D3D9/GL const defs, register allocations and glsl wrappers rendersystem: RenderContext set their associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads If we didn't find error shader don't bother trying to find a fallback you wouldn't get, just remove the layer, allows us to compile shaders from scratch with everything removed Small HLSL syntax fixes for DXC + Vulkan (FXC is less strict)
1 Year Ago
Get rid of DX9/GL only CFakeSamplerShaderParamBuilder Rewrite overcomplicated RenderState overrides, this would break as soon as you edit the grammar files 😵‍💫
1 Year Ago
Remove unused consts Remove GLSL and DX9 shit macros from shaders Fuck off all this X360 instancing shit Get rid of last of X360 shit Stop using legacy x360 in our user shaders too remove dx9 from lightbinner Shader graph: remove legacy instanced params
2 Years Ago
vr: don't log spam unknown controller types, log once vr: aware of vive focus 3 just so VrInput.IsVive is consistent
2 Years Ago
Assert CSceneObject::ClearMeshInstanceData if owner CSceneObject::DestroyMeshInstanceData() for owned data Avoid dynamic alloc for scene object tags in most cases vmat build (.vfx -> .shader mainly) citizen compile: I think Max may have pushed whilst this was referencing some WIP stuff?
2 Years Ago
sfm: embedded c# asset browser sfm: fix drag drop assets from asset browser sfm: resolve drag dropped cloud assets https://files.facepunch.com/matt/1b1611b1/sbox-dev_rr6iJVzPcd.png
2 Years Ago
SFM can load asset.party maps https://files.facepunch.com/matt/1b0811b1/sbox_4lTLLT5Rcm.png
2 Years Ago
Oops, Refresh was renamed RefreshData sometime today
2 Years Ago
Request lobby data of advertised lobbies in chat so they stop appearing untilted
2 Years Ago
Don't mount local map projects when running the packaged version
2 Years Ago
Remove OpenGL only IVfx::GetDriverInfo() Remove few remaining referenecs to vfx_dx9 and vfx_gl Remove GLSL and HLSL3 from the HLSL annotation parser Delete vfx_gl vfx_dx9 files Don't need per vfx generated antlr code or intermediate dirs vfx cleanup, get rid of vmpi from vfxc and other shit Restore coreclr AMSI patch with new hostfxr init
2 Years Ago
Fix VR startup crash on AMD Make lobby rich presence better favouring game lobbies over parties ui early cull with global matrix, not local matrix and make sure matrices are resolved before culling occurs PanelRenderer transformed panels with clipping set their software scissor to AABB, whilst keeping the shader scissor untransformed until render Scope the clipping code to keep better track of the scissor and gpu scissor, fixes issues with nested transformed clips which were more common then I thought
2 Years Ago
Chat TakeLast not Take oops Give ourselves a bit of time to connect to the global lobby Chat lobby ad updates properly
2 Years Ago
Remove naughty words from menu chat with users Steam profanity filter Parties are private lobbies again, stop them showing up in lobby list
2 Years Ago
Refactor Lobby -> GameLobby, replace GameLobby.Active list with static GameLobby.Current, no longer owned by LobbyFrontPage. Add PartyLobby and GlobalLobby static classes, and lobby_type metadata so we can differentiate between party and game lobby invites Some simple anti-spam for chat Party invites work again
2 Years Ago
Ram in global chat lobby, messy need to refactor lobbies Can advertise lobbies in chat
2 Years Ago
rendersystem_vulkan: get this compilable again with a flag, easier to work on instead of one massive branch with all the vfx changes too * strip all glsl support, added dxc hlsl -> spirv, and convert any built in shaders to hlsl * backport new texture manager to match the new dx11 texture manager * various backports to match our dx11: barriers, fences, gpu buffers, descriptor sets, etc. * only use VK_EXT_debug_utils instead of VK_EXT_debug_marker * strip multi-gpu
2 Years Ago
Hammer gamedata: only need to grab the package once per assembly, fixes race condition from doing it concurrently which was causing multiple entries Hammer: fix entity tool sidebar not collapsing properly
2 Years Ago
ui: box-shadow blur bloats the rect and renders properly
2 Years Ago
Restore required texture size bindings, should've only been removed from descriptor sets
2 Years Ago
Kill legacy Fade Scale dx7/dx8/360 render property on models that's not hooked up to anything UI: Software culling accounts for transforms too, fixes them disappearing randomly sometimes UI: When early culling account for shadows so if we're scrolling and should only be able to see shadows it'll still render
2 Years Ago
ci: doesn't matter if git stash has nothing to stash, carry on with the build
2 Years Ago
delete more dx9 shit Nested main thread render layers work better with texturemanager, fix potential case where some hookup jobs weren't being fulfilled properly in main thread render layers
2 Years Ago
Backport new base/dx11 rendersystem changes so other backports are easier; removes obsolete dx9 stuff, better barriers, finalize RenderTtextureDetail replaced with required mipsize Fix nvwgf2umx crashes - these were being caused by blocking resource loads within managed render blocks; these would run the texture manager's hookup jobs, which would include async hookup jobs for texture streaming, but also the textures we wanted immediately. The problem with fulfiling these texture streaming hookup jobs is the render thread is already executing and a texture streaming hookup job is going to invalidate them by replacing the contents. This would happen more frequently for slow pcs where their texture streaming can't be fulfiled fast enough. I've hooked up a simple system to only fulfil the hookup jobs of the textures that have been requested during the render block.
2 Years Ago
tier0 GetGameInfo accessors Delete unused RenderTextureDetail Stop trying to bind invalid reflection texture for water since it all got stubbed, can't debug other issues with this shit spamming constantly Don't upload core/base shaders to asset.party Don't mount any shaders in manifest that already exist in base or core
2 Years Ago
Hunch crash fix, wait for rendering to complete before force reloading resident resources (if this resolves it, then it's probably shader resources need some extra love)
2 Years Ago
powershell doesn't do &&
2 Years Ago
ci: only reset tracked files before pulling, keep our build artifacts so builds aren't slow as shit (hopefully)
2 Years Ago
ci: can't build-addons until test-game is run, otherwise s&box.sln isn't created
2 Years Ago
Delete orphan vmat build breaker
2 Years Ago
Fix bottom to top scrolling being inverted with flex-direction: *-reverse or justify-content: flex-end https://drafts.csswg.org/css-align/#overflow-scroll-position Fix Popup PositionMode.AboveLeft not working on different screen scales Tidy up Lobby class code Remake PartyDeck in Razor, split out Party logic to static class, move party deck along bottom social bar Party chatbox Style adjustments to PartyDeck, give a crown to the current party owner, add horizontal padding to player-info Style tweaks Add a lobby chat channel to chatbox instead of in lobby screen. Add unread messages counter, and show latest message over the chat entry Reimplement friend list in Razor, use it for both joining games and inviting to party instead of the seperate flows. Move friend list from top nav to social nav Simplify chat code, better styles (bigger text) + sounds, add party / lobby kicking Caching for Steamworks Friend so we can innocently use this in Razor without worrying about performance ( was eating 2-3ms on 30 friends from a simple Linq count - and a lot lot more on more friends ) Merge pull request #721 from Facepunch/social
2 Years Ago
Fix recent typo in CManagedRenderLayer::Render setting MSAA level to invalid instead of none, causing a shit load of crashes
2 Years Ago
Recompile ui_text shader so it uses new scissoring, fixes them clipping badly with transforms
2 Years Ago
Enable Yoga fixes for absolute position percentages not accounting for padding edges, and trailing column margin
2 Years Ago
Update yoga src to latest HEAD (adds gap support and some opt-in experimental fixes for making absolute positioning behave more like web) Get rid of old nuget yoga 1.5.0-pre1, replace with latest .net6 binary built from yoga#1207 Update yoga.vpc to build a DLL + build with /fp:precise otherwise the NaNs Yoga uses won't work Compile yoga with $NO_STANDARD_VALVE_CODE so we can use our yoga.dll in tests without tier0 dependency Fix Sandbox.UI.Test native dependency yoga.dll Yoga sanity unit test Fix Sandbox.UI.PositionMode not matching new YogaPositionType which has Static at the start now Might as well support `position: static` Default position is static and not relative, might break some ui where left/right/top/bottom have been misused w/o position: relative/absolute Hook up row-gap, column-gap and gap css properties Fix partydeck styles glass styles can use gap ! Delete yoga.dll now it's compiled Move Managed Tests to after native build - because we likely want some of the dlls to test Build native before managed Edited the wrong yaml Merge pull request #716 from Facepunch/update-yoga
2 Years Ago
Whitelist `System.Type.Equals( System.Type )` Whitelist compiler attributes required for C#11 required modifier Keep box-shadow within the original scissor so it doesn't overflow
2 Years Ago
ui test: transform rotated + border-radius scissor test ui: when rendering box-shadow never render under the box itself (using an inverse scissor rect) so transparent backgrounds look as they should before: https://files.facepunch.com/matt/1b0811b1/sbox_l0kQbIIJ1c.png after: https://files.facepunch.com/matt/1b0811b1/sbox_jVYco6DRg8.png
2 Years Ago
ui: scissor rects can have a transform matrix, scissor panels post transform position too - fixes lots of oddities with overflow: hidden and transforms before: https://files.facepunch.com/matt/1b0811b1/sbox_6te0egX6cg.png after: https://files.facepunch.com/matt/1b0811b1/sbox_BMeWLJ6w79.png
2 Years Ago
ui: add rounded corner scissoring (border-radius works with overflow: hidden) https://files.facepunch.com/matt/1b0811b1/sbox_gnbMdfYYuJ.png
2 Years Ago
ClothingContainer.DressEntity disable trace and queries on clothing entities
2 Years Ago
Make sure symlink reload queue actually gets cleared, accidentally returned ref instead of ptr Reload symlinked resident resources after loading runtime packages too
2 Years Ago
Fix Material ResourceId not being set so it networks properly Never try to precache procedural models Fix bad race on procedural models invoking OnModelLoaded without being properly set to procedural yet
2 Years Ago
Do standard weakref cache for each native resource class (repeated code isn't really avoidable here sadly), seal these classes, private constructors so you have to use e.g Model.FromNative( IModel ) Garbage collect on Client LoopEnd, eligable Resource classes were never getting collected and leaking their native handles
2 Years Ago
fix NRE on map uploads when the map addon contains skyboxes or prefabs
2 Years Ago
Force a reload of any resident resources that are or were symlinked, this is especially required for streamed resources to avoid a mismatch between header and file data
2 Years Ago
Store GameResources in ResourceLibrary instead of all Resources in Sandbox.Engine so resources get released properly on game shutdown Every native resource (model, material, textures...) was getting held indefinitely even after game shutdown, this commit solves that by: * ResourceLibrary will only hold strong references to GameResource, native resources will only have a weak reference internally this way they get unloaded properly. * Sandbox.Tools gets it's own ResourceLibrary, doesn't piggy back from GameHost.Menu anymore * Get rid of GameHost from Resources
2 Years Ago
Model.Loaded uses WeakReference to not keep models that have no references loaded
2 Years Ago
Cleanup coreclr patch a bit Strip xbox code from filesystem Strip all this whitelist bullshit from basefilesystem Fix strong handle leak in Model.Get( IModel ) - you could get ref counts on a model resource over a million from 5 minutes of gameplay Fix strong handle leak on Material.Get( IMaterial ), ParticleSystem.Get( HParticleSystemDefinition ), AnimationGraph.Get( HAnimationGraph )