usermattcancel

1,403 Commits over 913 Days - 0.06cph!

7 Months Ago
Hammer: float snap angles and some more presets
7 Months Ago
Fix asserts showing as errors in intellisense Delete loads of random shit from game Don't explicitly set MultiProcMaxCount, defaults to # logical processors (which is 96 on our build server) - compiles 15% faster locally for me
7 Months Ago
Latest tier0 basetypes Split everything out of basetypes.h into new or existing includes, remove very old code, typesafe numerics, bring engine up to date with these changes
7 Months Ago
typelimits.h Explicit use stackalloc.h Remove CRT_INCLUDES_RESTRICTED Explicit d suffix on tier0 math funcs Split dbg.h into assert_base.h, messages_base.h Add tier0_utils_base.h First pass at removing stuff from basetypes.h to commonmacros and platform no more qboolean BOOL-shit this intellisense bug is fixed, in fact it errors with this workaround Explicit recttypes.h basetypes, bitscan, enum bitwise operators Explicit typesafe numeric headers, update all usage Pointer handles fuck off too Move some more to commonmacros Fix double fsel def Remove includes from basetypes.h Unused COMPILE_TIME_ASSERT
7 Months Ago
Fix bad includes oops
7 Months Ago
Clean up groups.vgc, sbox_game.sln can be everything -thirdpartylibs texturedictionary to materialsystem2
7 Months Ago
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7 Months Ago
Delete all these random devtool scripts, we're not using any of it, delete some other random unused stuff One .gitignore, .gitattributes clean up obsolete stuff Use .git-blame-ignore-revs so we can ignore formatting commits
7 Months Ago
EditorCookie seems to be null here making CI tests hang, but I don't know why it'd be null @devultj ? Test game/server should timeout
7 Months Ago
tier0 math include shuffling
7 Months Ago
Add missing <memory> include
7 Months Ago
Strip gcsdk Delete toolstyleeditor Delete streamingbootstrap Delete nvtristriplib Delete vdata_editor Delete diffmemstats Delete obj_tool
7 Months Ago
fann unused
7 Months Ago
Delete dmxfind Delete mapbuilder Delete phogen Delete resourcecopy Delete sceneimagebuilder Delete vcdgen Delete particle_import Delete modeldoc_import Delete modeldoc_tweak Delete assetrename
7 Months Ago
New tier0 platform compile base OVERRIDE -> override Remove ALIGN_POSTs annotations clean up some unused
7 Months Ago
New tier0 platform compile base OVERRIDE -> override Remove ALIGN_POSTs annotations clean up some unused
7 Months Ago
New tier0 platform compile base OVERRIDE -> override Remove ALIGN_POSTs
7 Months Ago
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7 Months Ago
C++20 Support * Using /permissive and /Wv:18 to start * Lots of odd fixes everywhere still coming from c++11 * Update protobuf to 24.3 and remove even older unused versions
7 Months Ago
Clean up
7 Months Ago
libprotobufd Remove all these unused old protobuf .lib this even older protobuf also wasn't being used
7 Months Ago
Fix bad lambda capture
7 Months Ago
Fix bad dummy work items
7 Months Ago
Add new protobuf libs
7 Months Ago
Fix infinite loop, I'm very curious why this doesn't cause problems on master when it very obviously should
7 Months Ago
Turn on c++20 and see what fucks up Thats a lot of errors - lets do /permissive for now tier0: c++20 fixes More Update protobuf to 24.3, patch for source2 That's everything to make it compile
7 Months Ago
Dunno how this got corrupted
7 Months Ago
Latest master compiled DXC now that bugs are fixed Minor HLSL2021 fix catching bad for loop scope Unload vfx dll at very end of vfxcompile Use -fvk-invert-y on geometry shaders too, works as expected on core shaders so "fix" it in objecthighlight shader Don't do these Pix events under Vulkan, incomprehensible
7 Months Ago
Stop trying to destroy aoproxy manually, it's a child now so it'll happen automatically and not risk double delete
7 Months Ago
Give our shader programs debug names so we can see them in debugger/renderdoc
7 Months Ago
Geometry shaders still need access to VS_INPUT
7 Months Ago
Aoproxy sceneobjects are children of their parents and inherit visibility - stops them lingering when entities are hidden
7 Months Ago
Ambient occlusion proxies made by SceneSystem instead of entity system
7 Months Ago
Protocol::Network++ because I removed CEnvVolumetricFog classes earlier
7 Months Ago
Ambient occlusion proxies made by SceneSystem instead of entity system
7 Months Ago
OOG Volumetric Fog * Added SceneCamera.VolumetricFog and SceneFogVolume * Fog volumes are part of SceneSystem instead of managed separately * Delete volumetric fog gamesystem, game entities and fgd entries, replace with C# game entities for volumetric fog controller & volumes * SceneMapLoader loads SceneFogVolumes and light_rect
7 Months Ago
Make these entities internal, no need for public use in legacy entity system Make sure entities have default values in Hammer Remove IsMaster from volumetric fog controller entity, it doesn't do anything VolumetricFogVolume use BoundsHelper
7 Months Ago
Helper for baking fog Make baked fog work again Work out global bounds in the CVolumetricFog so we don't have to worry about it anywhere else
7 Months Ago
Remove the bullshit from VolumetricFog, setting bounds make no sense (and does nothing) when they're exclusively made from volume bounds
7 Months Ago
SceneMapLoader loads light_rect
7 Months Ago
Clean up SceneFogVolume, document and add strength/falloff Expose SceneCamera.VolumetricFog SceneMapLoader loads SceneFogVolumes
7 Months Ago
Make fog volumes part of the scenesystem, change our API to a SceneFogVolume class belonging to SceneWorlds
7 Months Ago
Delete volumetric fog gamesystem, game entities and fgd entries C# entity definitions for volumetric fog controller & volumes Everything got to be networked in this shit way First pass getting all of volumetric fog creation in C#
8 Months Ago
Stop hunk detected showing all the time
8 Months Ago
SceneCamera viewports (#1253)
8 Months Ago
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8 Months Ago
Add raytracing pipeline support to rendersystemvulkan & vfx_vulkan * 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
Hammer uses managed DockManager Makes the docking more flexible like our main game frame and lets editor projects add docks to Hammer like `[Dock( "Hammer", "Asset Browser", "snippet_folder" )]` and lets us start replacing native widgets with our own managed widgets easily.
8 Months Ago
QHammerMainWnd is a managed DockWindow, start moving Hammer dock widgets over to DockManager Everything in hammer is added through managed DockManager Asset browser doesn't need to be made from native, use [Dock] DockManager manages View toolbars menu, delete all native for it Dock widgets dont need to be QDockWidget anymore Use StateCookie to save Hammer layout, add a default layout Mdi area is fine, but lets give it a proper name ToggleFullscreenLayout
8 Months Ago
Only try Convert.ChangeType if value implements IConvertible