usermattcancel

1,368 Commits over 882 Days - 0.06cph!

4 Months Ago
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4 Months Ago
Pull workflow: build content before tests
4 Months Ago
Fix debug builds
4 Months Ago
Shut the couldn't find driver version warning up Fix anim subgraphs not compiling with contentbuilder because there's no assetsystem
4 Months Ago
Update these vmdls that are failing to compile, using some mega old schema text
4 Months Ago
ci: test-managed depends on built content ci: turn off orphan deletion on contentbuilder
4 Months Ago
Fix Input not working
4 Months Ago
Remove looptypeclientserver Delete demos Delete rcon Remove clockdriftmgr Delete gameeventsystem Remove userinfochangeservice
4 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
4 Months Ago
Shadergraph transforms the given tangent normal into world space
4 Months Ago
Compiled light culling material
4 Months Ago
MapNode.OnAddedToDocument & MapNode.OnRemovedFromDocument Run Scene.EditorTick() from Hammer Get some scene prefabs going in Hammer
4 Months Ago
oops fucked the name
4 Months Ago
Fix preferences menu
4 Months 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 { // ... } ```
4 Months Ago
Delete unused enums and networkclient defs
4 Months Ago
Pass engine version to discover api
4 Months Ago
package/list accepts engineVersion
4 Months Ago
Update default editor layout
4 Months Ago
Get rid of Sandbox.Server and Sandbox.Client
4 Months Ago
Rename Entity to HammerEntityDefinition, make it internal, delete some other things and mark lots of attributes as internal
4 Months Ago
Give test-managed a 10 min timeout
4 Months Ago
This test relied on Entity properties
4 Months Ago
Delete tons more Entity & Networking code
4 Months 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
4 Months Ago
Izabu fix
4 Months Ago
Delete test-server from CI since it's just testing legacy game loop
4 Months 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
4 Months Ago
Messy-ish start to editable saveable terrain Terrain collider but commented out cos master doesn't have it yet Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource) Don't cast shadows from terrain, it looks dog shit Json seems to give a fuck that these are private setters High precision lighting offset Use new Depth helper class CPU Bilinear interpolation for sampling terrain height Move terrain editing to editor code some toolvis sceneview options, messy latest component changes brush update splat shit painting Clamp min height on paint This should use images from content path now icons + fixed bug with loading them couple more brushes Fix controlmap not being create on first enable Shitty undo Misc
4 Months Ago
depthresolve uses min of all msaa samples
4 Months Ago
Pass engine version how web expects it when searching for packages
4 Months Ago
EngineVersion greater or equal to
4 Months Ago
Don't stomp specified engine:version
4 Months Ago
Up Engine API version
4 Months 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.
4 Months Ago
Add r_depth_debug to visualize the depth buffer
4 Months Ago
Make `ListView.ItemAlign = Align.SpaceBetween` work better, especially when there's not enough items to fill a row
4 Months Ago
This should use images from content path now
4 Months Ago
Messy-ish start to editable saveable terrain Terrain collider but commented out cos master doesn't have it yet Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource) Don't cast shadows from terrain, it looks dog shit Json seems to give a fuck that these are private setters High precision lighting offset Use new Depth helper class CPU Bilinear interpolation for sampling terrain height Move terrain editing to editor code some toolvis sceneview options, messy latest component changes brush update splat shit painting
4 Months Ago
ReflectionSerializedObject properties set their PropertyType
4 Months Ago
Wireframe and ToolsVisMode can be driven per-view by Camera attributes instead of global convars
4 Months Ago
vk: "fix" semaphore hang when recreating swapchains vk: always use D32FS8 for depth buffer
4 Months Ago
Json seems to give a fuck that these are private setters
4 Months Ago
Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource) Don't cast shadows from terrain, it looks dog shit
4 Months Ago
.gitignore: don't ignore shader_c Add sprite.shader_c
4 Months Ago
Messy-ish start to editable saveable terrain
4 Months Ago
ui: flex gap scales
4 Months Ago
Material::Init initializes TextureCoords too
4 Months Ago
Update new shader template
4 Months Ago
Remove stereo multiview instancing from debug menu Add Texture.Update<T>( ReadOnlySpan<T> data ) & Texture2DBuilder.WithData<T>( ReadOnlySpan<T> data )