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

1 Year Ago
Disable a couple more crappy Vulkan overlays in editor mode Project creator: doesn't matter if directory doesn't exist becuase we're gonna make it
1 Year Ago
Disable some commonly bad third party overlays in editor mode - we can finally disable Steam overlay too in editor
1 Year Ago
Fix infinite recursion crash with prefabs when the root object has bone proxies
1 Year Ago
Fix trailing backslash escaping quoted search paths
1 Year Ago
Dead auto mount vpk code -outroot has to be specified before Only need to pass user project search paths & maintain mod names
1 Year Ago
Fix downloading cloud assets
1 Year Ago
Pass search paths to external spawned processes resourcecompiler and vfxcompile
1 Year Ago
Remove multiple editor instance nag Prefer -editor to -tools Remove native "Startup Tools" Don't create native splashscreen pixmap that we don't use Remove bs "Starting Asset Browser" line Unused -tool -asset command line ToolsDll remove dead gameloop code
1 Year Ago
Don't add inactive projects to filesystem
1 Year Ago
Don't get fucked by removed projects
1 Year Ago
Native doesn't automatically mount everything from config/addons.json Menu shouldn't care about local packages/projects - non-editor doesn't load any of that Remove JumpList - we can try this again when we have a concrete idea of project workflow Remove "Content Mode", remove skip start screen - all content should be in a project, so why wouldn't you create/open a project New Game Project -> New Project - these are workspaces for any content really AssetSystem: Defer scanning new projects until they've all been added, and fix the counter Remove Change Project - there's not much sanity in trying to reset the entire engine state when we could simply restart the process -project command line is part of editor bootstrap not engine Hacky mark all games as inactive on bootstrap Consolidate project filesystem logic, call native directly instead of saving json and relying on it reading it File -> Quit prompts unsaved changes Dirty editor window title when scene modified, add renderer Move editor only code out of engine Project class Make sure we still mount content projects on startup Support opening non-game projects Batch rebuild content path / update assetsystem on bootstrap
1 Year Ago
Native resource Load methods should only be called from main thread, the resourcesystem has no idea what to do with a blocking load on a thread and will just crash
1 Year Ago
Each SceneMap has a unique SpawnGroupHandle, fixes crashes with multiple map instances (including 3d skyboxes) in scenes
1 Year Ago
AssetSystem.CreateResource - create empty json not kv3 since I removed the legacy kv3 path TerrainEditorTool use EditorTypeLibrary for paint tools
1 Year Ago
Fix a `ERROR: Reentrant call to CResourceSystem::FrameUpdate()` caused by some resource compilers using g_pRenderDevice->Present() to clean up resources, this was cascading into swapchain updates when the window was resized (which always happens at startup) - which then make another call to the resource system to free previous swapchain resources.
1 Year Ago
Fix infinite loop compiling games, sorry!
1 Year Ago
Check typedef before we try and use it PackageLoader: Don't add a package to loaded until we know the assemblies aren't going to throw
1 Year Ago
Graphics.Draw (RenderTools::DrawSceneObject) passes non-uniform scale to shader
1 Year Ago
Input action keybinds accept Tab Input actions setup MOUSE buttons correctly, also uppercase everything so it's consistent
1 Year Ago
Fix map 3d skyboxes lifecycle by making them map components Offset 3d skybox camera by skybox_reference position
1 Year Ago
git-blame-ignore dotnet format commit LineEdit: Enter key blurs the widget Bounding box editor tool Add ITerrainPaintTool for easily extensible terrain painting tools
1 Year Ago
Fix build
1 Year Ago
Fix imprecise degrees <-> radians which was causing bad quat <-> euler Rotation.Angles(): at singularities pitch should always be +-(π/2) A few more tests around euler angles at singularities
1 Year Ago
Time out if we can't connect to a host when joining a lobby
1 Year Ago
Delete all vmat_c except a few required ones - should build correctly on CI since contentbuilder fixes Registering textures here shouldn't be needed anymore
1 Year Ago
Less spaghetti on project initialization: only load user projects in editor mode, add & compile built-in first and only error then, remove dead code paths
1 Year Ago
EditorSplashScreen remove StaysOnTopHint - intrusive to all other OS windows and hides exception dialogs Bail starting tools if our base projects fail to compile because nothing will work and it's impossible to recover
1 Year Ago
Actually use the sky_camera offset/angle/scale in native
1 Year Ago
Delete unused 2d skybox tracking CSceneWorld::m_skyboxes Restore deleted 3d skybox view layers Delete SceneCamera.Skybox - this was a stupid way to do it Add internal SceneSkybox3D, create this from skybox_reference in SceneMapLoader using its own MapLoader SkyboxMapLoader loads 2d skybox
1 Year Ago
New project wizard creates a directory in your selected location instead of you explicitly selecting the location
1 Year Ago
Change EditorWindow.StateCookie so everyone on main gets a sane default layout reset on them when staging is flipped
1 Year Ago
Unused networking engine events Delete some unused VR specific stuff from scenesystem
1 Year Ago
Remove GameResources able to load from keyvalues Fix asserts/trying to make 0 width&height render targets on startup TryLoadGameResource catches exceptions as expected, doesn't brick your game if you have a malformed gameresource now
1 Year Ago
Terrain: Move mode selection to EditorTool overlay, component inspector is settings only dotnet format
1 Year Ago
Terrain: Import heightmaps PNG 8bit :( or RAW 8 or 16 bit
1 Year Ago
Terrain.RayIntersects transforms ray into local space Move brush list out of component editor, popup menu on brush preview Terrain: transform local normal by terrain world transform Editor tools can use SkiaSharp
1 Year Ago
Add wireframe button to scene toolbar
1 Year Ago
MapComponentMapLoader: prop_static is never in entity lump SceneMapLoader: don't create disabled lights MapComponentMapLoader: Static prop_physics are static
1 Year Ago
SceneSunLight -> SceneDirectionalLight - consistent with component and native name Terrain: Brush strength/invert to compute shader Revert "Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute" This reverts commit e9ddbb31c58de3596aeecacae6f1b77d45c2c338. CI or whatever should opt out of this, Hammer running resourcecompiler and probably other stuff needs a valid one. Null check model in AssetVideo
1 Year Ago
Hammer entity definitions can live on life support in Sandbox.Tools
1 Year Ago
Terrain size is stored on TerrainData, specify the total world size instead of confusing units per texel Fix grid axis colors being the wrong way Use Gizmo colors for grid axis & add SrgbGammaToLinear so the colors aren't fucked Document ComputeShader, remove obsolete, Dispatch throws exception for bad parameters instead of silently failing Terrain shader write to depth Brush preview works again Use compute shader to modify terrain heightmap instead of shitty interpolations on CPU Terrain: Use ShadowRenderType Lighter terrain grid
1 Year Ago
Implement attributes on ReflectionSerializedObject.SerializedProperty Move Terrain editor into an EditorTool ReflectionSerializedObject property SetValue<T> will convert value, catch exceptions TypeSerializedObject SerializedProperty.TryGetAsObject don't throw if null Brush settings widget window FloatControlWidget blurs entry on range slider drag Only modify terrain on mouse drag Change brush order, circle first
1 Year Ago
SceneOverlayWidget updates position when window is moved too Fixes sbox-issues/#4378
1 Year Ago
Gizmo shaders display in ToolsVis mode
1 Year Ago
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1 Year Ago
Fix and tidy up terrain data serialization
1 Year Ago
Clear QPixmap on create so it's not full of uninitialized data
1 Year Ago
Compress TerrainData heightmap/controlmap data with deflate, simple rle is probably best
1 Year Ago
Shadergraph: Transform Normal can output in tangent or world space (default is tangent to match material output) Don't save the file 9 times everytime in Asset.SaveToDisk Store TerrainData in a versioned gameresource with custom serialization, so we can reuse it in multiple scenes and not have absurd file sizes
1 Year Ago
When we dispose of a SceneCamera, queue the native volumetric fog to be disposed of at frame end since a render view with it is likely already queued