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

12 Months Ago
Build debug at 1am Get rid of MultiProcMaxCount from build retail bat I missed, reasoning in 0ce21462b8ec81ee7c89328fb10e083cdac2f442
12 Months Ago
Additional Gizmo Controls Gizmo.Draw.LineCircle: fix starting angle always being a little too much Improve Gizmo.Draw.LineCapsule Improve Gizmo.Control.Capsule ColliderCapsuleComponent has gizmo controls Fix Gizmo.Control.BoundingBox
12 Months Ago
Additional Gizmo Controls Gizmo.Draw.LineCircle: fix starting angle always being a little too much Improve Gizmo.Draw.LineCapsule Improve Gizmo.Control.Capsule ColliderCapsuleComponent has gizmo controls Fix Gizmo.Control.BoundingBox
12 Months Ago
Don't care about file mod changed for compile state, doesn't make sense and was causing constant recompiles when 2 assets of the same name existed
12 Months Ago
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12 Months Ago
Pull workflow: build content before tests
12 Months Ago
Fix debug builds
12 Months Ago
Shut the couldn't find driver version warning up Fix anim subgraphs not compiling with contentbuilder because there's no assetsystem
12 Months Ago
Update these vmdls that are failing to compile, using some mega old schema text
12 Months Ago
ci: test-managed depends on built content ci: turn off orphan deletion on contentbuilder
12 Months Ago
Fix Input not working
12 Months Ago
Remove looptypeclientserver Delete demos Delete rcon Remove clockdriftmgr Delete gameeventsystem Remove userinfochangeservice
12 Months Ago
ShaderGraph add ToolsWireframe and ToolsShadingComplexity modes Fixes sboxgame/issues/issues/4104 ShaderGraph add Camera node with position, direction, near/far plane https://files.facepunch.com/matt/1b1111b1/sbox-dev_0SbvbXMF1c.png Fixes sboxgame/issues/issues/3996
12 Months Ago
Shadergraph transforms the given tangent normal into world space
12 Months Ago
Compiled light culling material
12 Months Ago
MapNode.OnAddedToDocument & MapNode.OnRemovedFromDocument Run Scene.EditorTick() from Hammer Get some scene prefabs going in Hammer
1 Year Ago
oops fucked the name
1 Year Ago
Fix preferences menu
1 Year Ago
Hammer map worlds get a backing Scene, add that Scene's SceneWorlds to the render list Add ComponentEditorWidget which can be decorated with CustomEditorAttribute Example usage: ```cs [CustomEditor( typeof( Terrain ))] public class TerrainEditor : ComponentEditorWidget { // ... } ```
1 Year Ago
Delete unused enums and networkclient defs
1 Year Ago
Pass engine version to discover api
1 Year Ago
Update default editor layout
1 Year Ago
Get rid of Sandbox.Server and Sandbox.Client
1 Year Ago
Rename Entity to HammerEntityDefinition, make it internal, delete some other things and mark lots of attributes as internal
1 Year Ago
Give test-managed a 10 min timeout
1 Year Ago
This test relied on Entity properties
1 Year Ago
Delete tons more Entity & Networking code
1 Year Ago
Strip C# Entity IO Delete big chunks of entity networking, and stub a bunch of entities Delete entities that will be prefabs Delete base/Obsolete Delete Net codegen
1 Year Ago
Izabu fix
1 Year Ago
Delete test-server from CI since it's just testing legacy game loop
1 Year Ago
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4 Bit of cleanup simd cell triangle vertices up front Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now Pin heightfield memory to the PhysicsShape so GC can't free it whilst native is using it
1 Year Ago
depthresolve uses min of all msaa samples
1 Year Ago
Pass engine version how web expects it when searching for packages
1 Year Ago
Up Engine API version
1 Year Ago
Remove r_depth_prepass option, we should always be doing it as part of forward+ Depth class uses the pre-resolved depth chain from the prepass instead of trying to sample an MSAA buffer, which was never working on certain MSAA levels and would've required a combo and loads of extra bullshit to do.
1 Year Ago
Add r_depth_debug to visualize the depth buffer
1 Year Ago
Make `ListView.ItemAlign = Align.SpaceBetween` work better, especially when there's not enough items to fill a row
1 Year Ago
ReflectionSerializedObject properties set their PropertyType
1 Year Ago
Wireframe and ToolsVisMode can be driven per-view by Camera attributes instead of global convars
1 Year Ago
vk: "fix" semaphore hang when recreating swapchains vk: always use D32FS8 for depth buffer
1 Year Ago
ui: flex gap scales
1 Year Ago
Material::Init initializes TextureCoords too
1 Year Ago
Update new shader template
1 Year Ago
Remove stereo multiview instancing from debug menu Add Texture.Update<T>( ReadOnlySpan<T> data ) & Texture2DBuilder.WithData<T>( ReadOnlySpan<T> data )
1 Year Ago
Stop using PixelInput for everything (#1336) * PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too * Material shading API can be used without common PixelInput Internals rewritten to remove reliance on a commonly defined PixelInput instead every function just takes what it needs. The only public methods you may have been using were changed like so: ```diff - float3 TransformNormal( const PixelInput i, float3 vNormalTs ) + float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) - float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs ) + float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) ``` Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... ) stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work with the common PixelInput include. Material::Init() added to initialize a Material with default values Geometric normals are now distinctive from normals in Material too, this is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png And a lot of tool vis modes were fixed too. * Material.AmbientOcclusion float3 -> float
1 Year Ago
PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too Material shading API can be used without common PixelInput Internals rewritten to remove reliance on a commonly defined PixelInput instead every function just takes what it needs. The only public methods you may have been using were changed like so: ```diff - float3 TransformNormal( const PixelInput i, float3 vNormalTs ) + float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) - float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs ) + float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) ``` Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... ) stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work with the common PixelInput include. Material::Init() added to initialize a Material with default values Geometric normals are now distinctive from normals in Material too, this is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png And a lot of tool vis modes were fixed too. Material.AmbientOcclusion float3 -> float ShaderGraph fixes Fix
1 Year Ago
ShaderGraph fixes
1 Year Ago
Material.AmbientOcclusion float3 -> float
1 Year Ago
PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too Material shading API can be used without common PixelInput Internals rewritten to remove reliance on a commonly defined PixelInput instead every function just takes what it needs. The only public methods you may have been using were changed like so: ```diff - float3 TransformNormal( const PixelInput i, float3 vNormalTs ) + float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) - float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs ) + float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) ``` Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... ) stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work with the common PixelInput include. Material::Init() added to initialize a Material with default values Geometric normals are now distinctive from normals in Material too, this is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png And a lot of tool vis modes were fixed too.
1 Year Ago
Light fixes Can use Material and shading without PixelInput