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1,280 Commits over 913 Days - 0.06cph!

8 Months Ago
Update Microsoft.CodeAnalysis.CSharp 4.6.0 -> 4.7.0 Allow C# ref returns
8 Months Ago
Delete vmpi completely, hastily removed from vrad2 (should be replaced with vrad3 really)
8 Months Ago
Restore AssetBrowser property attribute editor
8 Months Ago
Remove native assetbrowser and replace all instances with our own asset picker ( orgs/sboxgame/discussions/3940 )
8 Months Ago
Make QAssetSelectionWidget and QEmbeddedAssetPicker selection work again
8 Months Ago
Make callbacks/listeners work again on QEmbeddedAssetPicker Push/Pull buttons fuck off Pass custom menu to embedded preview picker
8 Months Ago
helpsystem link toolutils2 Fix CQModelPickerWidget leaking picker
8 Months Ago
Fix all the menus to use CQAssetMenuHelper
8 Months Ago
propertyeditor dependency for toolframework2 Cleanup asset picker names now that we don't have 2 paths
8 Months Ago
Delete assetbrowser project Fix random includes / old types
8 Months Ago
Simple CQAssetMenuHelper in toolutils2 that calls managed and also custom menu command contexts
8 Months Ago
Add managed PopulateAssetMenu, use it in embedded picker to replace g_pAssetBrowserToolSystem->CreateMenuForAssets https://files.facepunch.com/matt/1b3011b1/sbox-dev_6gcU7tzAys.png
8 Months Ago
All SFM CreateSemiModalBrowser replaced with C# picker Remove IAssetBrowserSystem::CreateSemiModalBrowser Move CQEmbeddedAssetPicker to toolsutil2, remove CreateEmbeddedPicker, tools can create this directly Replace embedded pickers interfaces with toolutils2 CQEmbeddedAssetPicker
8 Months Ago
Add OpenPicker that accepts a lambda Replace semi modal browsers with our own C# picker in all tools, missing sfm
8 Months Ago
C# AssetPicker support multiple asset picking so it drops in native easier
8 Months Ago
delete qhammerlegacyassetsdockwidget Delete qglobaltoolscornerwidget Delete tools/vohelper Remove embedded browser from pet weird last usage of it Get rid of CreateEmbeddedBrowser Remove vohelper from enginetools.txt Remove assetbrowser callbacks from assetsystem Remove calls to BringGlobalBrowserToFront
8 Months Ago
Hammer: asset spray randomize material groups Model path collapse can be undone
8 Months Ago
Fix AmbiguousMatchException in string.ToType
8 Months Ago
TriggerTeleport: retain scale
8 Months Ago
Warning for ambiguous GameResources
8 Months Ago
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
vfx_vulkan: compile rtx shaders as lib_6_4 targeting vulkan 1.2 environment Enable DirectXShaderCompiler validation for raytracing shaders Shader defines for VFX_PROGRAM_RTX IMaterialMode::GetRayTraceShader vfx support RaytracingAccelerationStructure Fix SamplerComparisonState not mapping to the right enum Can create RENDER_RAYTRACING_SHADER Setup "RayTrace" mode when the render hardware supports it
8 Months Ago
Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num ) rendersystemvulkan: backport VK_KHR_ray_tracing_pipeline features vfx: add RTX shaders
8 Months Ago
Remove reference type check from NetWrite.Write<T>( T[] ), we handle it in the call to NetWrite.Write<T>( T ) whilst handling strings and shit
8 Months Ago
Fix error in VROverlay dispose Fix FGDCurve with ToType
8 Months Ago
Hammer: move particle drop target to C# support cloud particles too Don't use partial package for map view drops, unreliable package type
8 Months Ago
Add Editor.MapDoc.MapStaticOverlay RenderAttributes.GetInt return type should be int not float Hammer material drop target can do static overlays, rework so you don't need explicit tags on asset.party Dragged static overlays use material mapping size Fix crap overlay angles from normal
8 Months Ago
Hammer: Add extended box gizmo handles as a saved option https://files.facepunch.com/matt/1b1611b1/sbox-dev_aoNTlauVjt.png
8 Months Ago
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8 Months Ago
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9 Months Ago
Make sure CPipelineCacheManagerVulkan::PreShutdown() is called Vulkan: Stylistic code updates, make diffs easier Hammer: Remove legacy asset browser 👋
9 Months Ago
Revert "Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different" This reverts commit 076e225cae9b15bffce9a6c45e37a4ec49cb89b4.
9 Months Ago
RenderTools::Draw don't reset the bound transform, but make sure it's set in CManagedRenderLayer before passing to UI.. Not great solution overall
9 Months Ago
vulkan: more VK_EXT_extended_dynamic_state fixes UI VertexInput should only have nInstanceID with D_MULTIVIEW_INSTANCING VK_EXT_graphics_pipeline: validate pipeline descriptor sets before draw Vulkan: Remove AMDBindVertexBuffersWorkaround (fixed in 2018) RenderTools::Draw: Add BindTransformSlot for an identity transform ( In future this should probably be CSceneSystem::BindIdentityTransformAndInstanceIDBuffer ) CRenderContextVulkan::BindVertexBuffer - mark it as used
9 Months Ago
vulkan: set primitive topology when using VK_EXT_extended_dynamic_state
9 Months Ago
Tool vis works in ScenePanel and anything else that uses Graphics.RenderToTexture https://files.facepunch.com/matt/1b0111b1/sbox-dev_gjSS0HmRRF.png
9 Months Ago
Fix Mouse.Delta not working causing dragging in UI not to work too
9 Months Ago
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9 Months Ago
ComputeShader.Dispatch: Remark about thread group size being automatic CRenderThreadDx11::OnReadBuffer: staging buffer needs to be the same size as the buffer to read, otherwise partial or offset reads silently fail
9 Months Ago
SceneModel.SetMaterialGroup -> SceneObject.SetMaterialGroup - dunno how I'd fucked this
9 Months Ago
ILHotload runs hotloaded event
9 Months Ago
foliage shader: transmissive features (transmissive in general seems fucked though, one for sam though)
9 Months Ago
If -project was already added but inactive, make it active Stop opening cloud menu for -project launched games
9 Months Ago
ComputeShader use Material.FromShader, support using resource paths e.g new ComputeShader( "shaders/cs_compress.shader" ); Don't call Environment.Exit on ProcessExit, but make sure we still flush managed SentrySdk just before TerminateProcess
9 Months Ago
Add ComputeBuffer<T> class for creating, reading and writing GPU buffers for usage with ComputeShader Structured buffers, byte address buffers and append structured buffers are all supported. https://wiki.facepunch.com/sbox/Compute_Shaders
9 Months Ago
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader Can be passed to RenderAttributes.Set( string, ComputeBuffer ) Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int ) Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int ) Can set/copy data outside a graphics block Flush this shit when using ComputeBuffer in a sync way, I'll do it a different way for an async/callback API API makes more sense to be ComputeBuffer<T> Drop access type to keep things simple, add List<T> SetData variants, add elementOffset arguments, additional error checking AppendConsume buffers still need the structured buffer flag too ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics Don't make ByteAddress buffers with unordered access Docs, GetData alternative with no count, checks for disposed buffers
9 Months Ago
ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics Don't make ByteAddress buffers with unordered access
9 Months Ago
Drop access type to keep things simple, add List<T> SetData variants, add elementOffset arguments, additional error checking AppendConsume buffers still need the structured buffer flag too
9 Months Ago
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader Can be passed to RenderAttributes.Set( string, ComputeBuffer ) Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int ) Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int ) Can set/copy data outside a graphics block Flush this shit when using ComputeBuffer in a sync way, I'll do it a different way for an async/callback API API makes more sense to be ComputeBuffer<T>
9 Months Ago
Ignore some mega early IME WM events until the engine is initialized, should fix Proton crashing at startup