usermattcancel
branchsbox/mastercancel

1,025 Commits over 1,127 Days - 0.04cph!

1 Year Ago
Fix asset spray tool model selection not working Native can set managed asset picker initial search filter, material editor uses this for _color shit filtering fuck off mysql_wrapper Can right click textures for managed asset menu in met
1 Year Ago
info_cull_triangles .fgd -> c# editoronly def Fix oopsie on info_overlay visibility_hint .fgd -> c# editoronly def Clear a bunch of these native -> nice conversions
1 Year Ago
info_overlay editor only c# definition, remove .fgd entry info_notepad editor only c# definition, remove .fgd entry remove func_instance fgd, unused Trim some fat from the .fgd
1 Year Ago
Delete info_spawngroup_landmark & info_spawngroup_load_unload, never worked and we'll think of something better after meld Delete info_dynamic_shadow_hint & info_dynamic_shadow_hint_box - unused Delete env_spherical_vignette
1 Year Ago
Update Microsoft.CodeAnalysis.CSharp 4.6.0 -> 4.7.0 Allow C# ref returns
1 Year Ago
Delete vmpi completely, hastily removed from vrad2 (should be replaced with vrad3 really)
1 Year Ago
Restore AssetBrowser property attribute editor
1 Year Ago
Remove native assetbrowser and replace all instances with our own asset picker ( orgs/sboxgame/discussions/3940 )
1 Year Ago
Hammer: asset spray randomize material groups Model path collapse can be undone
1 Year Ago
Fix AmbiguousMatchException in string.ToType
1 Year Ago
TriggerTeleport: retain scale
1 Year Ago
Warning for ambiguous GameResources
1 Year Ago
Remove reference type check from NetWrite.Write<T>( T[] ), we handle it in the call to NetWrite.Write<T>( T ) whilst handling strings and shit
1 Year Ago
Fix error in VROverlay dispose Fix FGDCurve with ToType
1 Year Ago
Hammer: move particle drop target to C# support cloud particles too Don't use partial package for map view drops, unreliable package type
1 Year Ago
Add Editor.MapDoc.MapStaticOverlay RenderAttributes.GetInt return type should be int not float Hammer material drop target can do static overlays, rework so you don't need explicit tags on asset.party Dragged static overlays use material mapping size Fix crap overlay angles from normal
1 Year Ago
Hammer: Add extended box gizmo handles as a saved option https://files.facepunch.com/matt/1b1611b1/sbox-dev_aoNTlauVjt.png
1 Year Ago
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1 Year Ago
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1 Year Ago
Make sure CPipelineCacheManagerVulkan::PreShutdown() is called Vulkan: Stylistic code updates, make diffs easier Hammer: Remove legacy asset browser 👋
1 Year Ago
Revert "Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different" This reverts commit 076e225cae9b15bffce9a6c45e37a4ec49cb89b4.
1 Year Ago
RenderTools::Draw don't reset the bound transform, but make sure it's set in CManagedRenderLayer before passing to UI.. Not great solution overall
1 Year Ago
vulkan: more VK_EXT_extended_dynamic_state fixes UI VertexInput should only have nInstanceID with D_MULTIVIEW_INSTANCING VK_EXT_graphics_pipeline: validate pipeline descriptor sets before draw Vulkan: Remove AMDBindVertexBuffersWorkaround (fixed in 2018) RenderTools::Draw: Add BindTransformSlot for an identity transform ( In future this should probably be CSceneSystem::BindIdentityTransformAndInstanceIDBuffer ) CRenderContextVulkan::BindVertexBuffer - mark it as used
1 Year Ago
vulkan: set primitive topology when using VK_EXT_extended_dynamic_state
1 Year Ago
Tool vis works in ScenePanel and anything else that uses Graphics.RenderToTexture https://files.facepunch.com/matt/1b0111b1/sbox-dev_gjSS0HmRRF.png
1 Year Ago
Fix Mouse.Delta not working causing dragging in UI not to work too
1 Year Ago
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1 Year Ago
ComputeShader.Dispatch: Remark about thread group size being automatic CRenderThreadDx11::OnReadBuffer: staging buffer needs to be the same size as the buffer to read, otherwise partial or offset reads silently fail
1 Year Ago
SceneModel.SetMaterialGroup -> SceneObject.SetMaterialGroup - dunno how I'd fucked this
1 Year Ago
ILHotload runs hotloaded event
1 Year Ago
foliage shader: transmissive features (transmissive in general seems fucked though, one for sam though)
1 Year Ago
If -project was already added but inactive, make it active Stop opening cloud menu for -project launched games
1 Year Ago
ComputeShader use Material.FromShader, support using resource paths e.g new ComputeShader( "shaders/cs_compress.shader" ); Don't call Environment.Exit on ProcessExit, but make sure we still flush managed SentrySdk just before TerminateProcess
1 Year Ago
Add ComputeBuffer<T> class for creating, reading and writing GPU buffers for usage with ComputeShader Structured buffers, byte address buffers and append structured buffers are all supported. https://wiki.facepunch.com/sbox/Compute_Shaders
1 Year Ago
Ignore some mega early IME WM events until the engine is initialized, should fix Proton crashing at startup
1 Year Ago
Handle exceptions when using -project
1 Year Ago
Native Plat_ExitProcess calls managed Environment.Exit, this way AppDomain.ProcessExit events will always execute such as to flush Sentry events Move bootstrap error dialogs to managed, display exception and make sure it lands in Sentry
1 Year Ago
Remove default pitch * 1.5f from Entity.BuildInput, just something we kept moving around from Source native
1 Year Ago
Make Package.IsMounted() work clientside on listen server hosts
1 Year Ago
Update all entities network hash after a server package has been installed - sboxgame/issues#3635 Adding a new server package would correctly change the DynamicAssemblyHash on both server and client, however all current entities would still have the old DynamicAssemblyHash. This would mean the clients would receive no [Net] updates for this entity. So to fix this we explicitly reset all entities network hash with Entity.UpdateAllNetworkHash() on OnServerPackageInstalled. Reinitializing the network tables would've also worked but would be wasteful since we know all our exisiting entities have not been changed unlike if the DynamicAssemblyHash were changed from hotload
1 Year Ago
Make !activator work for target entity on outputs Remove unimplemented procedural entities !caller, !player, !game_mode from combo box Entity IO: !game targets the GameManager so you can have [Input]s on it
1 Year Ago
Make sure log files use process path since CurrentDirectory is too early from getting set here
1 Year Ago
All the stuff I just missed with .addon -> .sbproj, can still add inactive .addon and have it rename, don't do -project content projects as if they're games
1 Year Ago
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
1 Year Ago
Fix crash when dragging cloud models quickly in/out of MapView
1 Year Ago
Don't spam Draw: No Material Mode? from RenderTools::Draw, it's valid for there to be no valid mode when you're under tool vis modes
1 Year Ago
Trace.RunAll() - return empty array instead of null for no results Fix copying text throwing exception
1 Year Ago
Don't release jump list object unless it's succeeded (should fix crashes on Proton and maybe weird Windows setups), release another thing too
1 Year Ago
Shadergraph: only compile preview shader for the current render API
1 Year Ago
ShaderGraph: Use .source2/temp folder that is actually mounted instead of absolute path shaders, these go properly through the ShaderTypeManager and get the right offsets then Can compile Vulkan shaders on shadergraph / shaderhook now without crashes on DX11 🤯