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1,288 Commits over 913 Days - 0.06cph!

11 Months Ago
Map missing asset resolver ignores _bakeresourcecache
11 Months Ago
Remove FSR from renderingpipeline ( been gone from settings forever ) ShadingModel: use classes instead of structs where we have member functions Glass shader: be explicit with Material::lerp usage Fix ShadingModelStandard not using adjusted alpha to coverage opacity
11 Months Ago
Use compute shader for bloom on Vulkan & fix uav barriers Fix visualize_depth shader Disable crashing water so I can stabilize everything else first Fix minor deprecated warnings
11 Months Ago
Tag rendersystem for Sentry
11 Months Ago
Remove FSR / Passthrough Fix weird classes shit in shaders Fix tiled light builder (fucked on master too????) this shader include is so fucked, work around it
11 Months Ago
New rendersystemvulkan & vfx_vulkan Shader resource v2 has dxbc and spirv blocks, if a block doesn't exist will use a fallback shader [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts GetShaderFullPath: remove shader replacements and legacy prefix substitutes Minor shader fixes where DXC is more strict about you being stupid Compiled core shader resources with DX11 & Vulkan blocks Compiled base shaders
11 Months Ago
Plug into our shadingmodel Hard code low/med/high cbuffers Add depth prepass, hardcode some more tree cbuffers
11 Months Ago
Implement WindSdk code, setup cbuffers manually at 50% speed for now, add uv data
11 Months Ago
Just use floats for poc, I can't believe how difficult it is to pass a R8G8B8A8 format attribute to a shader Shader with all the vertex data
11 Months Ago
Soundscapes always transmit, should fix long initial delay
11 Months Ago
speedtree sdk + vpc scripts binaries Speedtree SDK to DMX serializer for RenderMeshFile node * convert stsdk compressed vertex stream to our own, 32 bytes is good * compressed vertex stream contains packed normals & wind data * imports each lod & material
11 Months Ago
Fix some more questionable crap I did Fix texture compiles being dark, typoed SrgbGammaToLinear instead of SrgbLinearToGamma 🤦
11 Months Ago
Fix threading issue in navgen too
11 Months Ago
Delete some unused tier0 files Fix threading issue in raytraceenvironment, be more explicit and capture the lambda parameters earlier when the job is queued not executed
11 Months Ago
New tier0 threadpool code from Valve * Functor processors removed in favor of std::function jobs (lambdas) * QueueJob always returns a SmartPtr now * JF_PER_FRAME flag added for scheduling jobs to be completed this frame * Improvements to contention by putting stuff on cachelines * New simple ParallelFor usage: ```cpp ParallelFor( 0, 10, []( int n ) { Msg( "%d\n", n ); } ); ``` The fun part: replaced all functor thread jobs with lambdas, and make it work with SmartPtrs This is just done manually by me and isn't from Valve, so there's likely a few cock ups - but everything I've tested has been good. Fix all occurences of WaitForFinishAndRelease() on smart ptrs
11 Months Ago
Fix all occurences of WaitForFinishAndRelease() on smart ptrs
11 Months Ago
New tier0 threadpool code from Valve * Functor processors removed in favor of std::function jobs (lambdas) * QueueJob always returns a SmartPtr now * JF_PER_FRAME flag added for scheduling jobs to be completed this frame * Improvements to contention by putting stuff on cachelines * New simple ParallelFor usage: ```cpp ParallelFor( 0, 10, []( int n ) { Msg( "%d\n", n ); } ); ``` The fun part: replaced all functor thread jobs with lambdas, and make it work with SmartPtrs This is just done manually by me and isn't from Valve, so there's likely a few cock ups - but everything I've tested has been good.
11 Months Ago
Remove ui test that doesn't exist
11 Months Ago
Delete native saverestore systems Saved myself a 5 minute change by spending hours deleting code, and I don't think I even got it all remove some unused convars cl_team, cl_class, (versus_)stats_highlight_interval, mapcyclefile and some debug concmds
11 Months Ago
missed rubikon and navlib for threadpool api updates
11 Months Ago
New tier0 thread pooling code, should schedule better with less contention, slightly changed API Lots of API changes here I've replicated to the rest of our code base, I'd imagine I've fucked at least one thing up though. Functor jobs are replaced by IThreadPool::QueueJob(WithFlags) which accepts a std::function, much simpler to use and execute Delete all this saverestore shit remove convars: cl_team, cl_class, (versus_)stats_highlight_interval
12 Months Ago
ui: onmousedown triggers from middle mouse too, seems accidental that it wasn't
12 Months Ago
make antlr codegen more sane, hopefully fixes it on build server Delete generate_decal_normals.vmat
12 Months Ago
New rendersystemvulkan & vfx_vulkan [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts GetShaderFullPath: remove shader replacements and legacy prefix substitutes Shader fixes where DXC is slightly less forgiving on bad syntax (has a bad hack for material api in it) Rip up Material API to get it compiling Shader resource v2 has optional dx11 and vulkan blocks, if a block doesn't exist will use fallback shader
12 Months Ago
bare bones video code using video.dll for ref
12 Months Ago
Add Asset.GetUnrecognizedReferencePaths() - returns a list of paths this asset references that can not be resolved (missing from disk) Missing asset resolver when loading Hammer maps If your map contains missing assets when you load your map (after EditorReferences have been resolved), we will check if there are matching assets on asset.party and prompt the user to install them. We don't have to worry about updating EditorReferences here either, as this is automatically done on save if any asset refs have a linked package. After the assets are installed the user will be prompted to reload the map - this is needed to reload the missing assets. https://files.facepunch.com/matt/1b1811b1/image%20%281%29.png
12 Months Ago
Fix Gizmo.Draw.SolidCircle transforms
12 Months Ago
Hammer: display download progress of cloud assets using gizmos
12 Months Ago
Can publish shaders & shader graphs
12 Months Ago
Hammer undos for sndscape and sound drops Hammer: cloud materials don't stick to everything they've hovered, and can be undone now
12 Months Ago
History API for Hammer Hammer: add undos for asset.party models & dragged entities
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
Don't draw editor gizmos if "show game objects only"
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