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1,293 Commits over 943 Days - 0.06cph!

7 Months Ago
Delete dmxfind Delete mapbuilder Delete phogen Delete resourcecopy Delete sceneimagebuilder Delete vcdgen Delete particle_import Delete modeldoc_import Delete modeldoc_tweak Delete assetrename
7 Months Ago
New tier0 platform compile base OVERRIDE -> override Remove ALIGN_POSTs annotations clean up some unused
7 Months Ago
New tier0 platform compile base OVERRIDE -> override Remove ALIGN_POSTs annotations clean up some unused
7 Months Ago
New tier0 platform compile base OVERRIDE -> override Remove ALIGN_POSTs
7 Months Ago
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7 Months Ago
C++20 Support * Using /permissive and /Wv:18 to start * Lots of odd fixes everywhere still coming from c++11 * Update protobuf to 24.3 and remove even older unused versions
7 Months Ago
Clean up
7 Months Ago
libprotobufd Remove all these unused old protobuf .lib this even older protobuf also wasn't being used
7 Months Ago
Fix bad lambda capture
7 Months Ago
Fix bad dummy work items
7 Months Ago
Add new protobuf libs
7 Months Ago
Fix infinite loop, I'm very curious why this doesn't cause problems on master when it very obviously should
7 Months Ago
Turn on c++20 and see what fucks up Thats a lot of errors - lets do /permissive for now tier0: c++20 fixes More Update protobuf to 24.3, patch for source2 That's everything to make it compile
7 Months Ago
Dunno how this got corrupted
7 Months Ago
Latest master compiled DXC now that bugs are fixed Minor HLSL2021 fix catching bad for loop scope Unload vfx dll at very end of vfxcompile Use -fvk-invert-y on geometry shaders too, works as expected on core shaders so "fix" it in objecthighlight shader Don't do these Pix events under Vulkan, incomprehensible
8 Months Ago
Stop trying to destroy aoproxy manually, it's a child now so it'll happen automatically and not risk double delete
8 Months Ago
Give our shader programs debug names so we can see them in debugger/renderdoc
8 Months Ago
Geometry shaders still need access to VS_INPUT
8 Months Ago
Aoproxy sceneobjects are children of their parents and inherit visibility - stops them lingering when entities are hidden
8 Months Ago
Ambient occlusion proxies made by SceneSystem instead of entity system
8 Months Ago
Protocol::Network++ because I removed CEnvVolumetricFog classes earlier
8 Months Ago
Ambient occlusion proxies made by SceneSystem instead of entity system
8 Months Ago
OOG Volumetric Fog * Added SceneCamera.VolumetricFog and SceneFogVolume * Fog volumes are part of SceneSystem instead of managed separately * Delete volumetric fog gamesystem, game entities and fgd entries, replace with C# game entities for volumetric fog controller & volumes * SceneMapLoader loads SceneFogVolumes and light_rect
8 Months Ago
Make these entities internal, no need for public use in legacy entity system Make sure entities have default values in Hammer Remove IsMaster from volumetric fog controller entity, it doesn't do anything VolumetricFogVolume use BoundsHelper
8 Months Ago
Helper for baking fog Make baked fog work again Work out global bounds in the CVolumetricFog so we don't have to worry about it anywhere else
8 Months Ago
Remove the bullshit from VolumetricFog, setting bounds make no sense (and does nothing) when they're exclusively made from volume bounds
8 Months Ago
SceneMapLoader loads light_rect
8 Months Ago
Clean up SceneFogVolume, document and add strength/falloff Expose SceneCamera.VolumetricFog SceneMapLoader loads SceneFogVolumes
8 Months Ago
Make fog volumes part of the scenesystem, change our API to a SceneFogVolume class belonging to SceneWorlds
8 Months Ago
Delete volumetric fog gamesystem, game entities and fgd entries C# entity definitions for volumetric fog controller & volumes Everything got to be networked in this shit way First pass getting all of volumetric fog creation in C#
8 Months Ago
Stop hunk detected showing all the time
8 Months Ago
SceneCamera viewports (#1253)
8 Months Ago
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8 Months Ago
Add raytracing pipeline support to rendersystemvulkan & vfx_vulkan * Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num ) * rendersystemvulkan: support raytracing pipelines * vfx / vfx_vulkan: support compiling rtx shader blocks targeting vulkan 1.2 * CRayTraceSceneWorld without lights for now
8 Months Ago
Hammer uses managed DockManager Makes the docking more flexible like our main game frame and lets editor projects add docks to Hammer like `[Dock( "Hammer", "Asset Browser", "snippet_folder" )]` and lets us start replacing native widgets with our own managed widgets easily.
8 Months Ago
QHammerMainWnd is a managed DockWindow, start moving Hammer dock widgets over to DockManager Everything in hammer is added through managed DockManager Asset browser doesn't need to be made from native, use [Dock] DockManager manages View toolbars menu, delete all native for it Dock widgets dont need to be QDockWidget anymore Use StateCookie to save Hammer layout, add a default layout Mdi area is fine, but lets give it a proper name ToggleFullscreenLayout
8 Months Ago
Only try Convert.ChangeType if value implements IConvertible
8 Months Ago
Make m_SymLinks a CUtlMap Prioritize local files over downloaded (symlinked) files
8 Months Ago
Don't iterate the SceneCameras yet, we should iterate the Scene for Camera components when that's in
8 Months Ago
Experiments with layering cameras and multiple viewports Don't recycle depth from aoproxies for dynamic reflections, loses a fast depth prepass but focus on correctness first Fix hi-z depth chain with offsetted viewports SceneCamera.Enabled, WeakRef in Directory, ClearFlags -> bools
8 Months Ago
QHammerMainWnd is a managed DockWindow, start moving Hammer dock widgets over to DockManager Everything in hammer is added through managed DockManager Asset browser doesn't need to be made from native, use [Dock] DockManager manages View toolbars menu, delete all native for it Dock widgets dont need to be QDockWidget anymore Use StateCookie to save Hammer layout, add a default layout
8 Months Ago
Make Hammer gizmo sceneworld get added to view again
8 Months Ago
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8 Months Ago
Experiments with layering cameras and multiple viewports
8 Months Ago
Add SceneCamera.Skybox, port sky entities & client logic to C#
8 Months Ago
Cleanup & document These should be Entity.IsValid() checks Use SkyboxScale not Scale Scale safety check
8 Months Ago
Experiments with layering cameras and multiple viewports
8 Months Ago
Actually use the sky_camera position Fix rebase error I don't think anyone has ever used this command This cubemap code wasn't even setting any used attributes? Cleanup CEnvCubemapFog compatability with C# sky_camera, temp cause we're gonna move that to C# soon enough
8 Months Ago
Add SceneCamera.Skybox for rendering 3D skyboxes in the world sky_camera and skybox_reference ported to C# removing unused properties
8 Months Ago
Remove dead spherical vignette code from user shading model