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903 Commits over 913 Days - 0.04cph!

4 Months Ago
Move CodeGenerator to Sandbox.System CodeGen: Set MemberIdent on wrapped properties Rewrite to [ConCmd] [ConVar], use new codegen, make scene games able to use them Load fonts from scene games filesystem too Log when can't find font, should help some people debug TransformControlWidget: Non-uniform scaling
4 Months Ago
Apply a depth bias to grid to stop z-fighting and make it render double sided https://files.facepunch.com/matt/1b1511b1/sbox-dev_vUfVeC7hKH.png
4 Months Ago
TabWidget.AddPage allow optional null properly Don't create a CVolumetricFogRenderer if enabled but there's no fog volumes SceneCamera is disposable, CameraComponent disposes it OnDestroy(), frees native resources mainly volumetric fog clipmaps Editor doesn't use volumetric clipmaps Check scene fog volumes not legacy ones
4 Months Ago
Terrain shader includes in terrain folder Terrain obeys its transform https://files.facepunch.com/matt/1b1511b1/sbox-dev_a95eXdB3HZ.png
4 Months Ago
Draw a configurable grid in editor scenes https://files.facepunch.com/matt/1b1511b1/sbox-dev_4OQJeFR5bU.png
4 Months Ago
Build debug at 1am Get rid of MultiProcMaxCount from build retail bat I missed, reasoning in 0ce21462b8ec81ee7c89328fb10e083cdac2f442
4 Months Ago
Additional Gizmo Controls Gizmo.Draw.LineCircle: fix starting angle always being a little too much Improve Gizmo.Draw.LineCapsule Improve Gizmo.Control.Capsule ColliderCapsuleComponent has gizmo controls Fix Gizmo.Control.BoundingBox
4 Months Ago
Don't care about file mod changed for compile state, doesn't make sense and was causing constant recompiles when 2 assets of the same name existed
4 Months Ago
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4 Months Ago
Pull workflow: build content before tests
4 Months Ago
Fix debug builds
4 Months Ago
Shut the couldn't find driver version warning up Fix anim subgraphs not compiling with contentbuilder because there's no assetsystem
4 Months Ago
Update these vmdls that are failing to compile, using some mega old schema text
4 Months Ago
ci: test-managed depends on built content ci: turn off orphan deletion on contentbuilder
4 Months Ago
Fix Input not working
4 Months Ago
Remove looptypeclientserver Delete demos Delete rcon Remove clockdriftmgr Delete gameeventsystem Remove userinfochangeservice
5 Months Ago
ShaderGraph add ToolsWireframe and ToolsShadingComplexity modes Fixes sboxgame/issues/issues/4104 ShaderGraph add Camera node with position, direction, near/far plane https://files.facepunch.com/matt/1b1111b1/sbox-dev_0SbvbXMF1c.png Fixes sboxgame/issues/issues/3996
5 Months Ago
Shadergraph transforms the given tangent normal into world space
5 Months Ago
MapNode.OnAddedToDocument & MapNode.OnRemovedFromDocument Run Scene.EditorTick() from Hammer Get some scene prefabs going in Hammer
5 Months Ago
oops fucked the name
5 Months Ago
Fix preferences menu
5 Months Ago
Hammer map worlds get a backing Scene, add that Scene's SceneWorlds to the render list Add ComponentEditorWidget which can be decorated with CustomEditorAttribute Example usage: ```cs [CustomEditor( typeof( Terrain ))] public class TerrainEditor : ComponentEditorWidget { // ... } ```
5 Months Ago
Delete unused enums and networkclient defs
5 Months Ago
Pass engine version to discover api
5 Months Ago
Update default editor layout
5 Months Ago
Get rid of Sandbox.Server and Sandbox.Client
5 Months Ago
Rename Entity to HammerEntityDefinition, make it internal, delete some other things and mark lots of attributes as internal
5 Months Ago
Give test-managed a 10 min timeout
5 Months Ago
This test relied on Entity properties
5 Months Ago
Delete tons more Entity & Networking code
5 Months Ago
Strip C# Entity IO Delete big chunks of entity networking, and stub a bunch of entities Delete entities that will be prefabs Delete base/Obsolete Delete Net codegen
5 Months Ago
Delete test-server from CI since it's just testing legacy game loop
5 Months Ago
depthresolve uses min of all msaa samples
5 Months Ago
Pass engine version how web expects it when searching for packages
5 Months Ago
Up Engine API version
5 Months Ago
Remove r_depth_prepass option, we should always be doing it as part of forward+ Depth class uses the pre-resolved depth chain from the prepass instead of trying to sample an MSAA buffer, which was never working on certain MSAA levels and would've required a combo and loads of extra bullshit to do.
5 Months Ago
Add r_depth_debug to visualize the depth buffer
5 Months Ago
Make `ListView.ItemAlign = Align.SpaceBetween` work better, especially when there's not enough items to fill a row
5 Months Ago
ReflectionSerializedObject properties set their PropertyType
5 Months Ago
Wireframe and ToolsVisMode can be driven per-view by Camera attributes instead of global convars
5 Months Ago
vk: "fix" semaphore hang when recreating swapchains vk: always use D32FS8 for depth buffer
5 Months Ago
ui: flex gap scales
5 Months Ago
Material::Init initializes TextureCoords too
5 Months Ago
Update new shader template
5 Months Ago
Remove stereo multiview instancing from debug menu Add Texture.Update<T>( ReadOnlySpan<T> data ) & Texture2DBuilder.WithData<T>( ReadOnlySpan<T> data )
5 Months Ago
Stop using PixelInput for everything (#1336) * PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too * Material shading API can be used without common PixelInput Internals rewritten to remove reliance on a commonly defined PixelInput instead every function just takes what it needs. The only public methods you may have been using were changed like so: ```diff - float3 TransformNormal( const PixelInput i, float3 vNormalTs ) + float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) - float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs ) + float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) ``` Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... ) stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work with the common PixelInput include. Material::Init() added to initialize a Material with default values Geometric normals are now distinctive from normals in Material too, this is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png And a lot of tool vis modes were fixed too. * Material.AmbientOcclusion float3 -> float
5 Months Ago
Strip multiview instancing / instancing scalars from engine Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS Update system.fxc
5 Months Ago
Refactor some Graphics files, remove long obsolete methods
6 Months Ago
Add PhysicsWorld debug drawing methods for scenestaging
6 Months Ago
Fix shadergraph error when compiling