reposboxcancel

22,724 Commits over 1,642 Days - 0.58cph!

1 Hour Ago
Rename legacy tonemapper to linear, upgrade existing ones using legacy to HableFilmic
2 Hours Ago
LTC Area Lights experiment Iterate area lights https://files.facepunch.com/sampavlovic/1b1111b1/sbox-dev_hPxsPa4Lmq.mp4
Today
Cube texture creates array slice image views allowing each face to be treated as a framebuffer Visualize depth uses screen space coords [stash] Foundations for VK_KHR_multiview and cubemap render targets Scene system listeners I'll need later New shadow mapper: spot and point lights so far * Move all logic to c# for full ownership, delete old native code * Bindless shadow map textures, delete old shadow atlas * Spot Lights * Point Lights: cube textures with hw pcf poisson sampling * Add user setting r.shadows.quality (0-3) low->high for better filtering * Scale shadow map resolution based off of screen size the light occupies * Debug system
Today
PlayerController: prevent EyeAngles stomping, maintain rotation when reenabled Stub out ISceneUndoScope for hammer sessions instead of throwing everytime we try to interact with a gameobject Hammer: can create GameObject under mouse via right click menu
Fix GameSettingsModal incorrectly showing some properties as bool
Today
PreJIT game and packages Avoid allocation when getting default surface Remove unused
Today
Revert "What if we explicitly r2r sbox.exe only" This reverts commit 4e8078b86f52d37d663f5fe4da8dc1dc33a862f1.
Today
Clean up old dead code Collect and pass around SceneLightObjects instead of the LightDesc ptr Remove CSceneView::m_bIsThirdPerson Add "Cast Shadows" property to MeshComponent
Improve error handling for navmesh queries
Vectorize and cleanup some things in BBox math Obsolete `BBox.GetVolume` we already have `BBox.Volume` (property) Obsolete `Sphere.GetVolume`, add `Sphere.Volume` as replacement Add static variant of Vector3.Clamp Add static variant of Vector3.Abs
Today
What if we explicitly r2r sbox.exe only
Support non uniform scale in BBox.Transform
Yesterday
Add Trace.Cylinder https://files.facepunch.com/layla/1b1011b1/sbox-dev_RHoamCtLxL.mp4
Yesterday
FPArms: punching animgraph now uses the same b_deploy_skip behaviour as other weapons
Yesterday
FPArms: add first_person_arms_throwables.vanmgrph
Yesterday
Use linear tonemapping curve instead of hable if none of our managed ones are applied, same behavior we'll have on IPostProcessSystem removal
Yesterday
Alright forget it for now
Yesterday
No - it hates what. What if we just try one
Yesterday
Compile some dlls explicitly with composite mode
2 Days Ago
Fix hashcode overflow in editor tool manager
2 Days Ago
Fix typo in HingeJoint
2 Days Ago
Draw game object name with component name for component control widget now that component doesn't do it with ToString Fix gameobject control widget "Find in Scene" not pushing to undo
2 Days Ago
FPArms: fixed Shared_Fire_Rifle_01_delta (specifically!) not turning into an additive despite being told to, and disobeying without even having the decency to throw a warning or an error in the logs, giving rifle weapon meshes a 1/10th chance to randomly explode when firing
2 Days Ago
Fix master volume not updating from convar in mixing thread
2 Days Ago
FPArms: make the other shared fire delta anims subtract from their last frame instead of their first
2 Days Ago
Add physics world to listener so sound occlusion knows what to trace against
2 Days Ago
Fix input getting stomped when applying direct mix Sound box uses the closest listener
2 Days Ago
Fix errors after rebase
2 Days Ago
Maintain a list of sound listeners and use them to mix if the sound can be heard from them (sound is played from same scene as listener) Use a default sound listener if none were added Make sure sound handles always have at least one steam audio source Make listener disposable Make sure direct source has correct listener pos Disable scene default sound listener if there's other listeners in the scene
2 Days Ago
Don't do atmospherics on toolsvis wtf Make sure LPVs and lightmaps are resident with highest priority for bindless rendering, same behavior as valve's doing, should solve the texture corruption in hammer maps
3 Days Ago
Colliders implement IHasBounds
3 Days Ago
Add Transform.LerpTo
3 Days Ago
Add Vector2.Direction
3 Days Ago
Scale particle sprites by game object scale, same as sprite renderer
3 Days Ago
Add pitch audio processor for realtime pitch shifting https://files.facepunch.com/layla/1b0811b1/sbox-dev_seMxPouPi1.mp4
3 Days Ago
Add context menu "Go to Definition" on nodes Fixes #Facepunch/sbox-issues#7821
3 Days Ago
NodeLibrary is ContextLocal, so we don't need to Push() everywhere Fix Facepunch/sbox-issues#7808
3 Days Ago
Add back support for H.265 video encoding. Use HW accelerated Vulkan Video if available. Encoding H.264 and H.265/HEVC now uses Vulkan video and the underlying hardware accelerators if supported. If Vulkan video is not supported, both H.264 & H.265 will fallback to openh264. This mean the support for H.265 encoding is limited to modern GPUs.
3 Days Ago
Update FFmpeg again, I forgot webp codecs & muxers in the last build
3 Days Ago
Fix clean build
3 Days Ago
FPArms: add shared fire rifle delta animations
3 Days Ago
Handle setting parent document for prefabs / map references Fixes SBOX-2KA9
3 Days Ago
Don't use tall thumb in GameClosedToast, resolves Facepunch/sbox-issues#7814
3 Days Ago
Fixed lobby count not refreshing correctly in GameModal, resolves Facepunch/sbox-issues#7815
3 Days Ago
See if we can get away with a single NodeLibrary Get rid of NodeLibrary.Push() Fix Facepunch/sbox-issues#7808 NodeLibrary is ContextLocal
4 Days Ago
Add resource_log convar, logs when resources are loaded Add CManagedTypeManager, keep hold of references until it's released. Shall we hide this Unknown Morph Control error Wrap these calls in MapInstance in a CallbackBatch Clean up Don't add image types as AddRuntimeReference in compiled resources, because they don't exist as compiled assets Rebuild clothing assets with updated compiler When a resource couldn't be loaded - print what resource tried to load it
4 Days Ago
Ensure depth fast path is using same material similarity for batching, should fix hammer crashes, re-enable depth fast path for prepass
4 Days Ago
Handle setting parent document for prefabs / map references Fixes SBOX-2KA9
4 Days Ago
Get rid of another log
4 Days Ago
Temp revert depth pass optimizations for depthnormal layers to fix hammer crash, looking into it