usermattcancel
reposboxcancel

1,460 Commits over 1,157 Days - 0.05cph!

42 Days Ago
Batch map gameobjects, start disabled
42 Days Ago
Remove 2nd hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away
42 Days Ago
Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly
42 Days Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc Normalize map path name Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it Trim world builder Implement CMapGameObject::Copy Sync native transforms to managed Scene changes (new component, prop edits, etc.) mark Hammer map as having unsaved changes (otherwise it refuses to save) Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative) Fix warning CMapGameObject's that generate model geometry are ignored by physicsbuilder ModelRenderer don't default to box if Model is null remove nav markup volumes from fgd TieToGameObject takes TieToEntity keybind (Ctrl+T), remove button for entity as there's no entities to tie them to anymore, if you really need it the command is still accessible through F1 bakky icon
43 Days Ago
CMapGameObject's that generate model geometry are ignored by physicsbuilder
43 Days Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc Normalize map path name Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it Trim world builder Implement CMapGameObject::Copy Sync native transforms to managed Scene changes (new component, prop edits, etc.) mark Hammer map as having unsaved changes (otherwise it refuses to save) Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative) Fix warning
44 Days Ago
Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative)
45 Days Ago
Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection
46 Days Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc Normalize map path name Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it Trim world builder Implement CMapGameObject::Copy Sync native transforms to managed Scene changes (new component, prop edits, etc.) mark Hammer map as having unsaved changes (otherwise it refuses to save) Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene
53 Days Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button
53 Days Ago
Fix crash in CDMXLoader::LoadMesh when there's no position attribute.. unsure why, the offending models need to be looked at
55 Days Ago
And the managed side Serialize/deserialize CMapGameObject
55 Days Ago
More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values
57 Days Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option
2 Months Ago
▅▇▇▋▅▅ ▊▍▄█▍▊ ▆▉▉ ▉▌▌▅▇▋█▅▊ ▉▇▌█▊█▅▊▍██ ▊▅██
2 Months Ago
Clamp dirty regions within terrain bounds Explicit updates for Terrain material buffers since we're not uploading this every frame like a mad man now TerrainMaterial.Metalness range 0.0f - 1.0f
2 Months Ago
Terrain: Make texture paint & holes also work with new undo
2 Months Ago
RectInt: your favourite Rect struct but with integers Texture.GetPixels: Able to specify dstRect fully Terrain optimizations, better undo/redo, clean up * Implement new undo/redo system, track delta changes instead of full snapshots (faster, more reliable) * Don't upload buffers every frame in OnPreRender * Stop using MakeDirty, each property only updates what it needs to * Only create SceneObject when we can actually use it * Don't over expose public methods & properties, remove dead methods Optimize TerrainStorage.GetDominantControlMapIndices 400ms -> 1ms Pass in a buffer we get from ArrayPool instead of allocating and returning, also preresolve some getters Vector3: Aggressive inlining on aggressively inlined System.Numerics.Vector3 methods TerrainClipmap mesh gen optimize 266ms -> 26ms
2 Months Ago
Don't recreate Edit menu, just update the undo options - fixes Facepunch/sbox-issues#6539
2 Months Ago
steamApiDll wasn't being populated properly, so it'd never free Dynamic edit menu, show top undo/redo entry name, disable if nothing on stack https://files.facepunch.com/matt/1b0111b1/0jX7JegPIJ.png
2 Months Ago
Revert "If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )" This reverts commit 3d84d6b56d8d948c5212e13e69ab82a2fc4af264.
2 Months Ago
Let's not have 2 KeyBind razor components, use same styling as settings for BindModal, fixes not being able to bind properly Fixes Facepunch/sbox-issues#6421
2 Months Ago
Use PackageManager to LoadAllGameResource from active packages instead of explicitly calling it everytime we need to after Package.MountAsync() Fixes Facepunch/sbox-issues#6206
2 Months Ago
RenderTarget.From throws an exception if the passed textures were not created as render targets. This then fixes crashes when you're trying to use these invalid RenderTargets. Fixes Facepunch/sbox-issues#6463
2 Months Ago
Avoid cyclic library references when publishing libraries Fixes Facepunch/sbox-issues#6414 Fixes Facepunch/sbox-issues#6410
2 Months Ago
MeshComponent updates meshsystem & sceneobject flags when setting a new model, this is usually automatic but it's a semi-procedural workflow
2 Months Ago
TreeView nodes do not call OnItemActivate when double clicking the expand/collapse button Fixes Facepunch/sbox-issues#6487
2 Months Ago
Use EditorTypeLibrary for Hammer PrimitiveBuilders (bonus: you can define these in your own editor libraries too) Fixes Facepunch/sbox-issues#6499
3 Months Ago
-allowlocalhttp works for WebSurface in editor only. Also limit Http local http to editor and headless (dedicated server), players should never be able to accidentally opt in Facepunch/sbox-issues#5774
3 Months Ago
Handle WebSurface.Url null, remove duplicate private url check Fixes Facepunch/sbox-issues#6380
3 Months Ago
Optimize TextureBuilder creations with no initial data * Use vkCmdClearColorImage instead of allocating a big empty buffer in managed * Texture.CreateInternal also passes a nullptr if the span is empty, so we don't do additional unnecessary setdata It's weird all of this stuff has an API of Span<T> & int length, but hard to fix without API breaking changes DrawIndirectArguments should be LayoutKind.Sequential
4 Months Ago
Backport some more gpu profiling for scenesystem
4 Months Ago
Backport scenesystem GPU profiling
4 Months Ago
Restore these deleted attributes to Valve core shaders, where we ended up only including them accidentally only in reflection mode in complex..... (fixes missing world mapping and other features in complex & more) sbox/pull/736/commits/bca14ecb2bba7d5410a2b971ab1f9a9c406a41d3 We should not be removing core stuff from core shaders because we're accidentally including our material api. The material api should depend on core, not the other way around compiled complex
4 Months Ago
ComputeBuffer.GetData - 0 count is illegal Add Model.GetIndexCount( int ) Model.GetIndexStart( int ) Model.GetBaseVertex( int ) Shadow map layers set proper ELayerEnum::Shadow, fixes SceneCustomObject not casting shadows
4 Months Ago
git blame ignore "Copy over changes for shader resources"
4 Months Ago
4 Months Ago
ComputeBuffer methods use the current render context if applicable, otherwise stuff is in weird shit orders Match upstream m_bIsReadOnlyDepthStencil Don't bind ShadowDepthBuffer as an input whilst we're writing to it as a render target (drawing shadows)... 🤯
4 Months Ago
Add ComputeBuffer.SetCounterValue( uint ) for Append buffers
4 Months Ago
Add ComputeBufferType.IndirectDrawArguments Public Graphics.DrawModel(Instanced)(Indirect), prefer Span<Transform> to Transform[T]
4 Months Ago
Terrain:GetHeight() multiplies by heightscale
4 Months Ago
compiled complex.shader_c with stripped combos 259MB -> 102MB... there's more we can do but let's see if anyone whines first
4 Months Ago
complex.shader: remove F/S_OVERLAY, we have specialized overlay shaders already complex.shader: drop texture animation, way too specialized complex.shader: half combos by making S_REFLECTIONS it's own shader variant since it doesn't really use 99% of the other combos shaders: drop D_BAKED_LIGHTING_FROM_VERTEX_STREAM complex.shader: combo rules for F_PARALLAX_OCCLUSION (insanity that we added this to this shader) Drastically reduce unlikely combos by disallowing with: - Translucent - Alpha Test - Cloth Shading - Bent Normals - Diffuse Wrap - Additive Blend - Detail Texture - Metalness Texture - Retro Reflective
4 Months Ago
Fix crash from trying to upload too many envmaps to the GPU, missing range check but also why are there this many envmaps being binned @samzanemesis
4 Months Ago
Add Scene.RenderAttributes for global render attributes for usecases similar to Unity's Shader.SetGlobal...( ) Terrain buffers are global scene attributes (that actually work this time)
4 Months Ago
Remove max thread count from pooled dynamic vb/ib, fixing crash when used from too many threads (.net threads with unreliable ids)
4 Months Ago
Fix open_asset crashing in non-tools Don't show lobby cards for games marked as hidden (unless you're in that org)
4 Months Ago
Another out of memory fatal error
4 Months Ago
Validate descriptor bindings of a shader (for real this time, not in a dead method) - prevent crashing by not loading these invalid shaders
4 Months Ago
Tag map for sentry too (if launched with a map)