usermattcancel

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

1 Year Ago
.addon files become .sboxproj files Editor .sboxproj file association launches with -tools -project filepath https://files.facepunch.com/matt/1b1811b1/NVIDIA_Share_yyKyjxy8Lp.mp4 Make -project simpler, deactivate all other projects early and go to the game menu
1 Year Ago
Don't release jump list object unless it's succeeded (should fix crashes on Proton and maybe weird Windows setups), release another thing too
1 Year Ago
Shadergraph: only compile preview shader for the current render API
1 Year Ago
ShaderGraph: Use .source2/temp folder that is actually mounted instead of absolute path shaders, these go properly through the ShaderTypeManager and get the right offsets then Can compile Vulkan shaders on shadergraph / shaderhook now without crashes on DX11 🤯
1 Year Ago
Remove very last DX9 references from source code 🫡 rubikon: Fix double free crash in CMultiworldSoftbodyStepper
1 Year Ago
Update Qt with backported QTextEngine fixes for shitty strings TextEdit.AppendHtml remove invalid control characters, Qt has an open report on crashes caused by these.. and they're invalid anyway
1 Year Ago
fp.bat: use vswhere to find vcvarsall.bat Fixed a possible crash with certain fonts when shaping strings consisting only of control characters qt/qtbase/commit/fccd419dd632306a4bd85928223e0a56a59510ef Unicode: fix the extended grapheme cluster algorithm qt/qtbase/commit/be0aa6a9a230dc98994cb65d97b76be7ae695a44 Fix handling of surrogates in QBidiAlgorithm qt/qtbase/commit/94ce755dcd823678b0338f4bb4149fe4eeb844c2
1 Year Ago
Fix crash with procedural materials
1 Year Ago
Update materialsystem2 with latest Valve code Backporting latest Valve code to make it easier to integrate raytracing & bindless Removes render passes that never did anything, lots of refactoring materialsystem2 API becomes much simpler to draw stuff too: ```diff - IMaterialMode *pMode = pMaterial->GetMode( "Default" ); - if ( pMode != NULL ) // NULL if unsupported mode - { - MaterialRenderablePass_t renderablePassArray[ MATERIAL_RENDERABLE_PASS_MAX ]; - int nNumPasses = pMode->ComputeRenderablePassesForContext( NULL, pRenderContext, renderablePassArray ); - for ( int i = 0; i < nNumPasses; i++ ) - { - g_pMaterialSystem2->SetRenderStateForRenderablePass( NULL, pRenderContext, g_hLayout, renderablePassArray[i] ); - pRenderContext->DrawIndexed( RENDER_PRIM_TRIANGLES, 0, 6 ); - } - } + IMaterialMode *pMode = pMaterial->GetMode( "Default" ); + if ( g_pMaterialSystem2->SetRenderStateForMode( pMode, NULL, pRenderContext, g_hLayout ) ) + { + pRenderContext->DrawIndexed( RENDER_PRIM_TRIANGLES, 0, 6 ); + } ```
1 Year Ago
AssertDbg instead of Assert in MAT_OP_BIND paths, these are meant to be fast paths Lazy init SceneObject.Attributes since this was allocating CSceneObject::m_pExtraData for all sceneobjects, observable ~0.3ms improvement in generating draw lists
1 Year Ago
vfxc: add Radeon GPU Analysis, can target many arch Update fossilize rendersystemvulkan: new pipeline manager w/ VK_EXT_graphics_pipeline_library
1 Year Ago
Fix texture filtering feature on user shaders, recompile blendable and glass
1 Year Ago
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1 Year Ago
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1 Year Ago
Latest shaders with Vulkan RenderState fixes
1 Year Ago
Add -allowlocalhttp command line switch, only works on server and allows you to do http requests to any port on localhost or private IP addresses. This is only really gonna be useful for dedicated servers to access their apis
1 Year Ago
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1 Year Ago
vfxc: can output preprocessed hlsl for vulkan Use two stage macro expansion for RenderState and SrgbWrite so token pasting combos (and other defines) works as intended on DXC Fixes RenderState being evaluated incorrectly on Vulkan and doing nothing or worst case crashing `RenderState( CullMode, D_MYCOMBO );` was getting evaluated differently as FXC had some non standard macro expansion rules: FXC: `string g_renderState_CullMode < string arg1 = "1" ; > = "" ; ; ` DXC: `string g_renderState_CullMode < string arg1 = "D_MYCOMBO"; > = "" ;;` DXC's -flegacy-macro-expansion wasn't doing anything either
1 Year Ago
Fix Rider integration for toolbox installs - thanks faint
1 Year Ago
Latest compiled shaders - fix occasional blinking lights & fix lights on Vulkan
1 Year Ago
vfx_vulkan: do not use -fvk-invert-y on geometry shaders, only needed on vertex
1 Year Ago
Make vr_per_view_lighting_constants_legacy.fxc avaliable on retail
1 Year Ago
Rip out http allow list, rules for allowed urls are http/https to fully qualified domains or loopback on ports 80/443/8080/8443 Allow list was intended to let players clearly see what a game was doing, but there's better ways to do it
1 Year Ago
vulkan: don't do the flush trick for generate mips, not needed and force flushing the gpu from non main-thread cocks up
1 Year Ago
Shader fixes & compile for Vulkan
1 Year Ago
Make chat work again
1 Year Ago
Remove debug print Selecting a tool from the spawn menu properly selects the toolgun Lamp / Light entity: give solid tag Fix torch model physics being too complex and failing
1 Year Ago
Shader fixes, recompile some addon shaders with Vulkan too
1 Year Ago
Fix GlobalLobby preventing games from starting :(
1 Year Ago
vulkan: surprassing max device access threads in MarkIssuesCommands isn't an error case anymore
1 Year Ago
Delete trilinear threshold 360 vulkan: rewrite per thread descriptor set pools, eliminating max device access threads since .net can use a shit load - need to add some garbage collection on top of this, but will prevent the main crash that's been occuring GlobalLobby works with new LobbyManager ( global chat works again )
1 Year Ago
Patch our C# launchers to enable discreet GPU usage by exporting NvOptimusEnablement & AmdPowerXpressRequestHighPerformance symbols
1 Year Ago
Hammer: fix crash with drag dropping map view
1 Year Ago
Don't try to visit field of a delegate, we don't need to - fixes sboxgame/issues#2642
1 Year Ago
Hammer: handle map node deletion when dragging - fixes sboxgame/issues#3092
1 Year Ago
Add editor.preferences event, passes NavigationView Hammer: Import file undo action
1 Year Ago
Simple image asset preview widget https://files.facepunch.com/matt/1b2311b1/sbox-dev_JD3vt5T6Q3.png
1 Year Ago
Revert "ShaderTypeManager shouldn't load manifest spritecard shader" - I wanted to stop vfxcompile loading this every time, but this breaks map compiling? 😵‍💫 Checkboard error shader, doesn't show through walls (same as cs2)
1 Year Ago
vfxcompile into a normal exe, remove ivfxcompile, remove loads of vmpi shit, materialsystem2 stop linking vfxcompile Fix vfxcompile always saying building 0 shaders ShaderTypeManager shouldn't load manifest spritecard shader Misc materialsystem2 fixes
1 Year Ago
materialsystem2 stop trying to load rendersystemdx9 User shaders set attributes for vrad3 - fixes lightmapping, do not cast shadows, and probably other crap Recompile blendable with fixed attributes
1 Year Ago
Don't open a blank asset resolver window if we're missing _bakeresourcecache shit
1 Year Ago
Don't need to collect vfx manually here anymore Make new material use the right shader Move core/base shader check to AddAsset so package references don't try to upload core shaders too
1 Year Ago
Fix vr_stencil geom shader failing to compile as antlr hates preprocessor maths
1 Year Ago
Fix CVfx::CreateFromResourceFile using wrong named block for spir-v Fix visualize_depth shader
1 Year Ago
Hammer: asset.party materials tagged with "decal" will create an info_overlay on drag so you can put bird shit everywhere
1 Year Ago
Same DX11 texture streaming crash fix for Vulkan
1 Year Ago
Fix some shader warnings Latest compiled shaders with DX11 + Vulkan
1 Year Ago
Delete unused "pre baked vertex animation" combo from complex
1 Year Ago
Undo accidental changes to DX11 light cbuffers
1 Year Ago
RenderTools::Draw - stick to instanceid input layout, fixes water and world panels (I'm pretty sure it's the shaders using this wrong, but I'll come back to it)