usermattcancel

1,708 Commits over 1,219 Days - 0.06cph!

1 Year Ago
TriggerTeleport: retain scale
1 Year Ago
Warning for ambiguous GameResources
1 Year 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
1 Year 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
1 Year Ago
Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num ) rendersystemvulkan: backport VK_KHR_ray_tracing_pipeline features vfx: add RTX shaders
1 Year 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
1 Year Ago
Fix error in VROverlay dispose Fix FGDCurve with ToType
1 Year Ago
Hammer: move particle drop target to C# support cloud particles too Don't use partial package for map view drops, unreliable package type
1 Year 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
1 Year Ago
Hammer: Add extended box gizmo handles as a saved option https://files.facepunch.com/matt/1b1611b1/sbox-dev_aoNTlauVjt.png
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Make sure CPipelineCacheManagerVulkan::PreShutdown() is called Vulkan: Stylistic code updates, make diffs easier Hammer: Remove legacy asset browser 👋
1 Year Ago
Revert "Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different" This reverts commit 076e225cae9b15bffce9a6c45e37a4ec49cb89b4.
1 Year 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
1 Year 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
1 Year Ago
vulkan: set primitive topology when using VK_EXT_extended_dynamic_state
1 Year Ago
Tool vis works in ScenePanel and anything else that uses Graphics.RenderToTexture https://files.facepunch.com/matt/1b0111b1/sbox-dev_gjSS0HmRRF.png
1 Year Ago
Fix Mouse.Delta not working causing dragging in UI not to work too
1 Year Ago
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1 Year 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
1 Year Ago
SceneModel.SetMaterialGroup -> SceneObject.SetMaterialGroup - dunno how I'd fucked this
1 Year Ago
ILHotload runs hotloaded event
1 Year Ago
foliage shader: transmissive features (transmissive in general seems fucked though, one for sam though)
1 Year Ago
If -project was already added but inactive, make it active Stop opening cloud menu for -project launched games
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics Don't make ByteAddress buffers with unordered access
1 Year 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
1 Year 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>
1 Year Ago
Ignore some mega early IME WM events until the engine is initialized, should fix Proton crashing at startup
1 Year 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
1 Year Ago
Handle exceptions when using -project
1 Year Ago
Native Plat_ExitProcess calls managed Environment.Exit, this way AppDomain.ProcessExit events will always execute such as to flush Sentry events Move bootstrap error dialogs to managed, display exception and make sure it lands in Sentry
1 Year Ago
Remove default pitch * 1.5f from Entity.BuildInput, just something we kept moving around from Source native
1 Year Ago
Make Package.IsMounted() work clientside on listen server hosts
1 Year Ago
Update all entities network hash after a server package has been installed - sboxgame/issues#3635 Adding a new server package would correctly change the DynamicAssemblyHash on both server and client, however all current entities would still have the old DynamicAssemblyHash. This would mean the clients would receive no [Net] updates for this entity. So to fix this we explicitly reset all entities network hash with Entity.UpdateAllNetworkHash() on OnServerPackageInstalled. Reinitializing the network tables would've also worked but would be wasteful since we know all our exisiting entities have not been changed unlike if the DynamicAssemblyHash were changed from hotload
1 Year Ago
Make !activator work for target entity on outputs Remove unimplemented procedural entities !caller, !player, !game_mode from combo box Entity IO: !game targets the GameManager so you can have [Input]s on it
1 Year Ago
Make sure log files use process path since CurrentDirectory is too early from getting set here
1 Year 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 )
1 Year Ago
All the stuff I just missed with .addon -> .sbproj, can still add inactive .addon and have it rename, don't do -project content projects as if they're games
1 Year Ago
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
1 Year Ago
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
1 Year 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 )
1 Year Ago
Fix crash when dragging cloud models quickly in/out of MapView
1 Year Ago
Don't spam Draw: No Material Mode? from RenderTools::Draw, it's valid for there to be no valid mode when you're under tool vis modes
1 Year Ago
Trace.RunAll() - return empty array instead of null for no results Fix copying text throwing exception
1 Year Ago
Fix tests