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909 Commits over 943 Days - 0.04cph!

12 Months Ago
SceneSunLight transform sets the correct direction now
12 Months Ago
Add cloud path to CONTENT search path, fixes hotspot rects not working but probably loads of other weird stuff too
12 Months Ago
Gizmo.Model shouldn't cast shadows Make sure we have a Filesystem.Content early even though LocalProjects aren't added yet, fixes asset type icons not registering
12 Months Ago
Rebuild content path and open editor window on PostBootstrap since LocalProject are added in Bootstrap now, otherwise Qt doesn't know where any files are
12 Months Ago
tools_sprite shader: can use in standard mode
12 Months Ago
Gizmo.Draw.Sprite correct transform Gizmo sprites draw the right texture although this generic shader is shit
1 Year Ago
Update MapEntity.TypeDescription when class is changed from native
1 Year Ago
Oops not a string, return enum
1 Year Ago
CMapView m_pToolManager can be nullptr when rendering thumbnail
1 Year Ago
Add MapNode.Visible property, don't call DrawGizmos for hidden entities
1 Year Ago
Hammer manipulation mode maps to Gizmo.Settings.EditMode: select, position, rotate, scale, pivot
1 Year Ago
Hammer Gizmos (#874) ( https://wiki.facepunch.com/sbox/Hammer_Gizmos ) https://files.facepunch.com/matt/1b0511b1/gizmos.mp4
1 Year Ago
Whitelist some System.Buffer methods * System.Buffer.BlockCopy( System.Array, System.Int32, System.Array, System.Int32, System.Int32 ) * System.Buffer.ByteLength( System.Array ) * System.Buffer.GetByte( System.Array, System.Int32 ) * System.Buffer.SetByte( System.Array, System.Int32, System.Byte ) interopgen: don't needlessly overwrite subfiles as this would cause c++ rebuilds everytime
1 Year Ago
Whitelist System.Lazy Whitelist System.Runtime.CompilerServices.ConditionalWeakTable Revert "Never recompile symlinked assets, e.g compiled asset from asset.party that you have the source file for" This was causing more problems then it was solving, need to rethink a better way to do this. Whitelist System.Collections.Concurrent.ConcurrentDictionary & System.Collections.Concurrent.BlockingCollection
1 Year Ago
Whitelist System.Buffers.Binary.BinaryPrimitives Whitelist System.Environment.StackTrace
1 Year Ago
Shader Graph: Clean up recent files code; make clear recent files show again, only show max 10, re-opening a file moves it to the top of recent files
1 Year Ago
Fix build failing models, these probably need the same lodding setup as simple_dress too @DanduwFP
1 Year Ago
PropertySheet { init; } properties are read-only Fix choppy Input.Pressed outside of Simulate (e.g FrameSimulate or UI Tick) when FPS was lower than tick rate
1 Year Ago
Whitelist System.Net.Primitives assembly, and HttpStatusCode type
1 Year Ago
Fix User-Agent typo so none would ever be set Let you define Content-Type and stuff through the standard headers field Fix these typos in the HttpHeaders whitelist, but probably will unwhitelist these
1 Year Ago
Can specify HttpContentHeaders specifically for Content related headers, non-content would still use standard way Http.CreateJsonContent specifies application/json as default content type
1 Year Ago
Static Http API (#604) Add Sandbox.Http static REST methods that run off an allow list in your project settings. Obsoletes Sandbox.Internal.Http. --------- Co-authored-by: Rohan Singh <rohan-singh@hotmail.com> Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
1 Year Ago
Set output color to adjusted atoc opacity, recompile foliage shader for this
1 Year Ago
Recompile citizen animgraph from editor, from contentbuilder cmd line it produces a 9kb file instead of 47kb?
1 Year Ago
Silly nob left debug msg in
1 Year Ago
Never recompile symlinked assets, e.g compiled asset from asset.party that you have the source file for
1 Year Ago
Rebuild content - mainly for removing obsolete shader attributes from materials using blendable/glass/foliage
1 Year Ago
Get rid of blend mask from non blend material api
1 Year Ago
Delete ShadingModelStandard, it never really worked but if you were using it for some reason use ShadingModelValveStandard instead as that'll stay backwards compatible. This probably shouldn't be a break, it's gonna stop remapping normal/rma on old glass materials otherwise Don't define standard material inputs if S_MULTIBLEND is set, this is the best way I can think of to reduce samplers on blendable without breaking backwards compatability. I don't see much reason for this stuff to even be in common, it's pretty hyper specific to the blendable shader. Also will get rid of the bullshit first input from an artist workflow: https://files.facepunch.com/yourname/1b2111b1/sbox-dev_kGyz4UAlhq.png
1 Year Ago
Use well known SCENE_RTSIZE_FRAMEBUFFER instead of manually fetching dimensions that seem to give us a 12k x 2k render target... This was flooding vram and causing errors I'm not sure what we were trying to fix when changing this, but if SCENE_RTSIZE_FRAMEBUFFER is returning the wrong dimensions for a framebuffer copy, we should fix that instead.
1 Year Ago
Whitelist UnreachableException constructors too
1 Year Ago
Foliage shader: Add standard vertex color based procedural animation based on http://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html Some additional changes here to Material API so we don't need to double sample for opacity & removal of dead code. Documentation: https://wiki.facepunch.com/sbox/Foliage_Shader https://files.facepunch.com/matt/1b1111b1/sbox-dev_3qi13Ck52s.mp4
1 Year Ago
When finding dependant assets always search the same path first before any other Fixes a case where the assetsystem would get confused and infinitely recompile an asset if it had a dependancy across 2 addons, e.g: dm98's dm_crowbar.vmdl depends on crowbar01.fbx which exists in: 1. addons/citizen/models/citizen_props/crowbar01.fbx 2. addons/dm98/models/citizen_props/crowbar01.fbx Now it'll always favour 2 because it's in the same addon
1 Year Ago
Hammer: Max lightmap resolution 8k as 16k is impractical and never worked Hammer: Fix entities from remote packages by using new PackageManager API
1 Year Ago
Fix swapchain assert when closing editor window Fix typo in material compiler where it'd keep upgrading materials, provide some feedback too MET standardize shader to shader_c Recompile the rest of the materials that were using legacy paths before (hopefully this is all of them now)
1 Year Ago
Scenes rendered from Sandbox.Tools apply an SVF_TOOL_VIEW flag, primarily this will stop stereo rendering on it
1 Year Ago
Fix error happening when using MET or recompiling assets due to null metadata in LoadTags
1 Year Ago
Fix static event exceptions throwing an error instead of showing the real exception
1 Year Ago
Fix WebPanelTest throwing NRE in debugger .editorconfig changes to match Valve coding style better Delete IVfx::GetAllShaderVariables was only used for dynamic shader compiles Non Pow2 textures are allowed so make sure the tex coord scale gets set Auto upgrade "shader" kv in vmat source instead of just compiled, e.g "vr_complex.vfx" -> "shaders/complex.shader_c" Recompile all assets - mainly upgrading legacy shader names
1 Year Ago
Update vfxcompile, less mpi shit, simpler parallel processing loop Up MAX_LOGGING_STATE_COUNT from 128 -> 256, this is per thread and vfxcompile will have a main thread + 128 worker threads
1 Year Ago
readme: troubleshooting long paths shaders workflow: always upload artifacts even on fail shader workflow: can force build all
1 Year Ago
Add -renderdoc cli option for early renderdoc hooking Don't needlessly set g_TransformBuffer or g_TiledLightBuffer on Submit, already set on init ReadVfxFile: don't open file twice to skip bom, don't skip non utf-8 boms cause that's not gonna work
1 Year Ago
vfxcompile can specify -threads shaders workflow uploads symbols
1 Year Ago
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1 Year Ago
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1 Year Ago
vr: tracked objects (hands) also use full anchor rotation, not just yaw
1 Year Ago
vr: remove axis limitation on vr anchor rotation, enjoy throwing up
1 Year Ago
Skin shader use DXT5 (no sRGB) instead of BC7 for the combined masks texture; stops blocky artifacts & it's more appropriate Resolves these blocky artifacts on the ao mask: https://files.facepunch.com/matt/1b2811b1/TA6eSCStlI.jpg Obviously this is a bug with bc7e and alpha channels (there are issues open), but it's super specific to the way we're combining these textures together for this shader. For standard color maps bc7e is supreme to all other encoders, and when we're combining channels together bc7 is rarely the right choice, so I think it's more than fine to avoid this. Remove nocompress hint from citizen_skin_ao.png and recompile skin materials
1 Year Ago
Rework parts of CLightCookieManager to prevent crashing and optimize slightly * Don't create new light cookies when we exceed the max, otherwise we'll just fucking crash * Don't needlessly update the texture slices of removed cookies, new cookies will replace * Light cookies use a strong texture handle instead of weak handle
1 Year Ago
Update README: General cleanup, build instructions, using unit tests, engine reference, using Git tips Compute max swap chain size from all monitor dimensions - solves tools like Hammer not being able to render fully on secondary larger monitors GetMaterialOverride return default if the override is invalid, specific fix for Hammer crash but could've been fucked elsewhere