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

55 Days Ago
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55 Days Ago
Make wireframe models work in Hammer again, colored without a combo. Fixes Facepunch/sbox-issues#7215 Build shaders
56 Days Ago
Add needed modes to template shaders, this ToolsVis combo is the plague
2 Months Ago
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
2 Months Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
2 Months Ago
Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file
2 Months Ago
Lightbinner layer managed Fix ObjectHighlight.shader
2 Months Ago
Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants
2 Months Ago
Santa Outfit (#1743)
2 Months Ago
Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845
2 Months Ago
Remove last few cloud references from core files
2 Months Ago
Make Join Game work through Steam
2 Months Ago
Depth downsampling -> managed render pipeline
2 Months Ago
Set TSPEC_TEXTURE_GEN_MIP_MAPS on RenderTargets with mips Whitelist error event analytics [ThreadStatic] AccessControl.Location because we test types in multiple threads and this was gibberish
2 Months Ago
More unused render pipeline Remove SceneSystemStats (snapshots for external debugger) Begin migrating CRenderingPipelineStandard to managed RenderPipeline with RenderLayer & ProceduralRenderLayer (w/ callback). Starting with depth prepass layer.
2 Months Ago
Skybox material preview https://files.facepunch.com/matt/1b1211b1/sbox-dev_M57SmAq1uF.png
2 Months Ago
Remove LAYERFLAGS_NO_APP_TILING (did nothing) Remove r_kick_dependent_views_early Remove "VrMonitor" attribute, this might add bloom to ScenePanel - if thats something we dont want it should be exposed in a more explicit way OffscreenParticleView isn't a thing
2 Months Ago
Update help url Fix toolrenderlayers having wireframe inverted on every layer
2 Months Ago
Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now
2 Months Ago
Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe Hammer wireframe uses new state override and not ToolsWireframe Drop r_show_hipoly_draw_calls Remove ToolsWireframe mode Don't repeat the same thing 6 times to wireframe a layer Update developer help url
2 Months Ago
Remove r_use_fullsort_for_opaque, we always depth prepass Add FillMode render state override on scene layers Remove this hidden dynamic objects stencil mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode
2 Months Ago
Drop IL verification since we compile every assembly from source on clients now
2 Months Ago
Dead cubemap rendering code
2 Months Ago
Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably)
2 Months Ago
Keep version, we'll use it in a different way
2 Months Ago
vfx: remove unused HEADER { } carp vfx: remove GetDefaultBlock which is randomly not used for any but MODES block, default modes = just Default() everything else is too magic bullshit This seems bad
3 Months Ago
Another fix what is this
3 Months Ago
Fix ssao shader include
3 Months Ago
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive * Non templated version because sometimes your buffer will have various types * Usage flags can be combined now, e.g a buffer can be used as an IndexBuffer but also ByteAddress for compute shader * Added additional error checking, exposed readonly properties for count/size/usage * Added CodeUpgrader for ComputeBuffer -> GpuBuffer * Fix Terrain materials buffer overflowing its gpu buffer
3 Months Ago
Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture
3 Months Ago
Bindless shader API class
3 Months Ago
Shader functions can specify storage class (static) and specify inline without erroring now
3 Months Ago
Add missing XeGTAO headers
3 Months Ago
blendable: vertex paint tint masks apply per layer https://files.facepunch.com/matt/1b2711b1/sbox-dev_GItra2hhLI.png https://files.facepunch.com/matt/1b2711b1/sbox-dev_hO2CNKhDzx.png
3 Months Ago
Add Graphics.ResourceBarrierTransition supports transitioning Textures and ComputeBuffers states currently, e.g if you wanted to signal a resource should be readable in fragment after a compute write to it
3 Months Ago
Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods Add DrawModelInstanced methods to CommandList Add CommandList.Set for ComputeBuffer<T>
3 Months Ago
Can DrawInstanced a number of instances without uploading data
3 Months Ago
Need to download cloud asset references after we've imported resources not before
3 Months Ago
Fix GameResource assets not registering before loading startup scenes (and also compile assets), remove stupid Task.Delay hack? Fixes Facepunch/sbox-issues#6942
3 Months Ago
Prebuild the menu package
3 Months Ago
Load fonts in parallel Open the game window in SourceEnginePreInit instead so there's not that awkward 1-2 second of nothing
3 Months Ago
Fix hotloading test
3 Months Ago
EventRecord uses correct Version sha
3 Months Ago
Json warmup can be a background task. (-500ms) Make logging initialization more predictable to avoid double configuration waste Menu doesn't need access control (-100ms) Only initialize ILHotload in editor as that's the only context it's useful in (-100ms) We can await on account information until after menu is loaded, otherwise we're usually hanging here for a second or more doing fuck all ResourceLoader.LoadAllGameResource: FindFile `*` more optimized than `*.*` (150ms -> 75ms) Update Superluminal PerformanceAPI (Stop nagging) Update AMSI patch for .net9 so we're not wasting 100ms+ every full hotload / package load
3 Months Ago
Some additional troublesome Vulkan layer disables
3 Months Ago
Hotload ignore Refit Fixes Facepunch/sbox-issues#6843
3 Months Ago
Update Refit
3 Months Ago
Categorize Create Asset menu, can create code files, add templates for compute, material, unlit shaders Use GameResource.Category in New Asset menu Give built in resources categories too, merge with gameresources Create templates for c# empty, component, razor code files and compute, material, unlit shaders
3 Months Ago
Create assets/folders from sidebar folder nodes
3 Months Ago
EntityTreeModel::mimeData calls base again so native interactions still work Hammer GameObjects can have children https://files.facepunch.com/matt/1b0611b1/sbox-dev_icF9jl1PDP.png