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

6 Months Ago
Fix warning Heightmap import resamples if non pow2 given Recompile shader
6 Months Ago
New TerrainMaterial & TerrainStorage assets, improve terrain creation, no more manual vtex layers New TerrainMaterial asset, can be used on multiple terrains, copied from other projects * Replaces TerrainData.TerrainLayer which used manual packed vtex files * Accepts source images for: albedo, normal, rough, ao, height * Compiles into 2 generated vtex_c * Contains other properties for metalness, uv scale, uv rotation * AssetPreview is used for editor UX too, instead of hacky shit before * TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo * Drag drop TerrainMaterial assets into Terrain component * Open for expansion to grass/clutter properties TerrainStorage * Replaces TerrainData & TerrainDataFile * Make use of IJsonConvert to avoid all the crazy crap I was doing before * Drag drop TerrainStorage asset into scene Terrain component editor: * Support creating or linking TerrainStorage if none is attached * split settings into its own tab, add filter properties * Don't force Terrain creation through GameObject menu, don't hide terrain asset generation in here, don't hide the Terrain component * Remove special terrain save logic from SceneEditorSession, use scene.saved editor event * Disable specular on terrain Terrain: Mark all TerrainMaterial textures as used and wanting max quality. In the future this could be smarter and not want max quality for textures used far away Basic height blend https://files.facepunch.com/matt/1b1711b1/sbox-dev_0JNrWPuC9N.png JsonUpgrader for TerrainStorage: Resample ^2+1 heightmaps to just ^2, use non-nested format
6 Months Ago
.gitignore: wanna keep these launchSettings local
7 Months Ago
Clear up these ".vfx" references to avoid confusion ColorGrading: Expose to TypeLibrary, make properties public so inspector can find them (Engine classes are exposed differently than classes in projects) Compiled ColorGrading shader ColorGrading: Don't need these private enums, they map 1:1 with the public
7 Months Ago
Revert "Fuck knows why I did this, seems to be causing problems now" - Fucked on AMD. It'll be easier to debug when we're not rendering backwards in NativeRenderingWidget
7 Months Ago
Fuck knows why I did this, seems to be causing problems now
7 Months Ago
Fix Razor panels erroring when using <style> tags. All code paths are already relative since CodeArchive changes. Fixes Facepunch/sbox-issues#5528
7 Months Ago
DragAssetData.Parse: Resolve local asset before attempting to make it a package ident Material API specular obeys S_SPECULAR same as Valve's PS_FinalCombinerDoLighting (you can now turn it off) Graphics.PrepareTextureForUse -> Texture.MarkUsed (Doesn't need a graphics context now) Json.SerializeAsObject (GameResource serialization) supports [JsonInclude] on non public properties. Deserialization already supported it.
7 Months Ago
Don't cache null types in AssetType.FromExtension. Fixes GameResource assets not appearing in projects that use libraries. Fixes Facepunch/sbox-issues#5498
7 Months Ago
We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders
7 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias
7 Months Ago
Graphics.PrepareTextureForUse -> Texture.MarkUsed (Doesn't need a graphics context now) Terrain marks all its textures as used for streaming - this could be done more intelligently in the future with certain regions only using certain textures Fix sbuffer packing Fix errors TerrainMaterialEditor autofills _normal _rough etc etc Basic height blend https://files.facepunch.com/matt/1b1711b1/sbox-dev_0JNrWPuC9N.png
7 Months Ago
TerrainMaterial resource with custom compiler which generates 2 packed vtex_c from 5 PBR source images https://files.facepunch.com/matt/1b1611b1/FvEbxe3xoQ.png [pick] DragAssetData.Parse: Resolve local assets first before trying to package ident Don't force Terrain creation through GameObject menu, don't hide terrain asset generation in here, make it so you can add a Terrain component Add TerrainMaterial AssetPreview - we'll use this for the editor ux too Replace horrible TerrainData/TerrainDataFile combo with TerrainStorage GameResource Stub TerrainStorage ResourceEditor Remove special terrain save logic from SceneEditorSession, use scene.saved editor event Terrain component editor supports creating or linking TerrainStorage if none is attached https://files.facepunch.com/matt/1b1611b1/PiMEhkVZd8.png Terrain component editor split settings into its own tab, add filter properties https://files.facepunch.com/matt/1b1611b1/obbHlfw3m8.png TerrainLayerList -> TerrainMaterialList - much simpler, use the TerrainMaterial's AssetPreview thumb DragDrop TerrainMaterial into TerrainMaterialList TerrainMaterials GPU buffer, shader uses BCR/NHO textures with 2 channel normal, adding height and AO parameters PreviewTerrainMaterial: Add nho texture, make previews way bigger https://files.facepunch.com/matt/1b1611b1/6eH6XTWtsI.png [pick] Material API specular obeys S_SPECULAR same as Valve's PS_FinalCombinerDoLighting (you can turn it off) Disable specular on terrain https://files.facepunch.com/matt/1b1611b1/sbox-dev_SWZ86cs1iM.png https://files.facepunch.com/matt/1b1611b1/sbox-dev_hhcEQ6Tnhp.png TerrainMaterial add metalness TerrainDropObject
7 Months Ago
Cleanup
7 Months Ago
vtf project unused Save Scene default path is assets path
7 Months Ago
README: Link to docs, remove old docs, unrequired prerequisite
7 Months Ago
vtf project unused TerrainMaterial resource: custom compiler that generates 2 packed vtex_c from input images
7 Months Ago
A few more obvious ones
7 Months Ago
Remove ModelRenderer.OnPreRender, use Transform.OnTransformChanged
7 Months Ago
BufferedHashSet: Add removes from removals queue & Remove removes from additions queue
7 Months Ago
VTEX_InitCreationDescFromHeader: check for nullptr
7 Months Ago
Validate shader descriptor bindings, refuse to load invalid shaders that will crash (shaders compiled with compiler bugs that were fixed)
7 Months Ago
Terrain: use bindless textures Terrain: use roughness from normal alpha
7 Months Ago
Force push compiled surfaces & decals Fixes Facepunch/sbox-issues#5429
7 Months Ago
Add [TestClass] to LibraryTests in library template Fixes Facepunch/sbox-issues#5418
7 Months Ago
BufferedHashSet<T>: For safely iterating over a hashset that can be modified without needing a copy Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes Sandbox.Game convars work in editor again Codegen IUpdateSubscriber and others on Components that implement those methods Scene update loop only iterates over enabled components that implement each of their methods; OnUpdate, OnFixedUpdate, OnPreRender
7 Months Ago
BufferedHashSet<T>: For safely iterating over a hashset that can be modified without needing a copy Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes Sandbox.Game convars work in editor again Codegen IUpdateSubscriber and others on Components that implement those methods Scene update loop only iterates over enabled components that implement each of their methods; OnUpdate, OnFixedUpdate, OnPreRender
7 Months Ago
BufferedHashSet<T> Use BufferedHashSet<Component> to safely iterate components without a copy Name this ComponentSubscriberInterfaces, name interfaces IUpdateSubscriber etc.
7 Months Ago
Test out this iterator safe workset collection, this probably has some fancy standard name
7 Months Ago
Codegen adds Sandbox.Internal.IWantsOnUpdate etc. when those methods are found on Component derived classes New update mode, iterating over components with IWants interfaces Sandbox.Game convars work in editor again Run legacy game loop on older assemblies Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes Check Component.IsValid() just in case they've been immediately deleted
7 Months Ago
CitizenAnimationHelper: FootShuffle becomes more generic MoveRotationSpeed, update docs for what this parameter is doing now
7 Months Ago
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
7 Months Ago
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it
7 Months Ago
Codegen adds Sandbox.Internal.IWantsOnUpdate etc. when those methods are found on Component derived classes New update mode, iterating over components with IWants interfaces Sandbox.Game convars work in editor again Run legacy game loop on older assemblies
8 Months Ago
Resolve circular dependency on base csproj
8 Months Ago
Use interfaces instead of attributes Unused GameObject.PreRender Component.OnStart works on components that don't implement OnUpdate
8 Months Ago
Codegen applies attributes if OnUpdate, OnFixedUpdate or OnPreRender are implemented Only call OnUpdate, OnFixedUpdate, OnPreRender on components that implement them. Also call them flat instead of recursing every GO 3 times
8 Months Ago
Fix hlsl antlr grammar 🙄 Fixes Facepunch/sbox-issues#5382
8 Months Ago
Can use Alt+F4 to close the game
8 Months Ago
Force add compiled menu scenes
8 Months Ago
Cast shadows of non culled lights, not culled lights.. wtf? Only debug draw actual shadow casters, add spot light debug drawer
8 Months Ago
Make AssetInspector an InspectorWidget, fold multiple inspector into it which hadn't worked for a while Fixes Facepunch/sbox-issues#5372
8 Months Ago
Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled
8 Months Ago
Fix Asset.CompileIfNeededAsync getting stuck Compile all non-existing and out-of-date assets on project startup Opening project progress gets reported to splash screen Bunch of resources that were out-dated Dead code
8 Months Ago
Stats properly count shadowed lights again, add shadow map count too Expose scenesystem stats to c# Main stats we want
8 Months Ago
sc_show_rejected_lights
8 Months Ago
Make CTextureManagerVulkan::GetTextureResource warning only when passed handle isn't invalid, matches behaviour of similar methods BufferedDescriptorSetVulkan: Handle handles with no data properly, e.g 2 queued texture updates where the 2nd one is replaced data in the handle
8 Months Ago
Fix recent `ResourceHandleToData( ) failed! Falling back to error texture!` spam for error textures
8 Months Ago
Auto collect font files to upload too
8 Months Ago
Dead materials