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22,795 Commits over 1,642 Days - 0.58cph!

51 Days Ago
Protocol++
51 Days Ago
Added net_fakepacketloss ConVar for testing (0-100%). Fixed an issue where if a delta snapshot was received before an object was created on the client-side, it would remember the state wrongly. Fixed an issue with Network Refresh messages where, if arriving late, could overwrite Sync Vars with the wrong values
51 Days Ago
Remove all these logs
51 Days Ago
Packet loss test command - send invalid snapshot ids back in ack, dont process them
51 Days Ago
Add Bitmap.ToFormat( ImageFormat format )
51 Days Ago
Removed unused from InputContext
51 Days Ago
Prompt to save current graph (if dirty) when pressing the Forward/Back/Home buttons
51 Days Ago
Fixed Cloud Browser @installed tag not being filterable by query
51 Days Ago
Add [Hide] to TextureCoord.Title override Minor MainWindow refactor so .shdrgrph files arent recognized as Sub-Graphs mistakenly
51 Days Ago
Add Texture.GetBitmap Simple texture compiling from managed
51 Days Ago
FloatControlWidget keeps the drag delta intact, fixes janky drag on int controls
51 Days Ago
Add Texture.LoadAsync using AsyncResourceLoader Add TexturePicker Add PickerOptions.InitialSearchText, populate from native params TexturePicker uses InitialSearchText so it starts filtered to _normal/_ao/etc where that's handy
51 Days Ago
When dragging multiple GameObjects onto a ListControlWidget of Components, get the first component from each GameObject similarly to if we were to drag them each individually.
51 Days Ago
Move file Match old (incorrect) GameObject enabled state handling during cloning, some games rely on that
51 Days Ago
Improvements to how delta snapshots are stored. Make sure we apply all snapshots so long as the last processed value for an entry has an older snapshot id.
51 Days Ago
Match old clone behavior and clone properties in alphabetical order, some games rely on that 💀
51 Days Ago
Restore pre revert state
51 Days Ago
Some tidy up
51 Days Ago
Add clone tests to master
51 Days Ago
Add more ResourceCompiler functionality Managed can override compiling of any resource
51 Days Ago
Don't try to use shaderFloat16 either since this is only avaliable on gtx1660+
51 Days Ago
don't require everyone to have a raytracing capable gpu (:
51 Days Ago
Compile shaders
51 Days Ago
Use descriptor set for vertex cache so that it doesn't need to be set with an attribute (which would be set too early if resize is needed)
51 Days Ago
Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler
51 Days Ago
Resize vertex cache buffer when out of space
51 Days Ago
Use remaining bytes in extra shader data to hold base vertex cache offset, add another vertex id lookup buffer relative to meshes vertex buffer size offsets - this allows correct indexing into cached vertices while remaining backwards compatible Compile shaders
51 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid
51 Days Ago
Push for test
51 Days Ago
Remove baked lighting ToolsVis, they're nigh useless for us now, the one we actually use is a near duplicate of Diffuse toolsvis Remove all references to lightmapping combos, they're still available on vertex shader for lightmapping uv input though, PS stubs it out on specialization Start bindless lightmaps & light probe volume Bindless Lightmaps use cbuffer directly for indices instead of setting texture parameters, lightmapping conditionals use constants instead of combos now Bindless Light Probe Volumes Actually bind bindless lightmaps Final adjustments, vertex shaders still use lightmapping combo, take out rest of lightingTerms.vDBG_BakedLighting Spritecard tries to sample lightmaps from vertex shader which isnt what we want, remove dynamic combo rules for lightmaps Bakeresourcehelper which is used on tools has duplicated LPV constants code, make it use same path that's used for bindless Remove BATCH_FLAGS_HAS_BAKED_LIGHTING_FROM_VERTEX_STREAM ( unused ) and BATCH_FLAGS_CONTROLLING_COMBO_CHANGES (bullshit now) Mark bindless lightmaps and LPVs as used, might not be needed but making sure Update shaders with bindless lightmaps
51 Days Ago
Double Clicking a Subgraph Node instantly opens the Subgraph Implemented the file history forward and back buttons when navigating through multiple ShaderGraphs in the same window https://files.facepunch.com/CarsonKompon/2025/January/21_18-29-MidnightblueSandbarshark.mp4
51 Days Ago
Remove BATCH_FLAGS_HAS_BAKED_LIGHTING_FROM_VERTEX_STREAM ( unused ) and BATCH_FLAGS_CONTROLLING_COMBO_CHANGES (bullshit now) Mark bindless lightmaps and LPVs as used, might not be needed but making sure
51 Days Ago
Enable vulkan 1.2 features (scalarBlockLayout, bda, descriptor indexing, etc.) instead of using all the extensions
51 Days Ago
Revert "Catch null typedescriptor when cloning" This reverts commit 04c9f070c908428fd86eea9cbe8355e15aa069c5. Revert "Reduce JSON usage in GameObject.Clone (#1781)" This reverts commit 3975bc70bb23755766f1767725aab376864a5260.
51 Days Ago
Bakeresourcehelper which is used on tools has duplicated LPV constants code, make it use same path that's used for bindless
51 Days Ago
Subgraph "Add To Node Library" adds the subgraph to the Create Node menu so they can be easily accessed. https://files.facepunch.com/CarsonKompon/2025/January/21_16-51-HardVampirebat.mp4
51 Days Ago
Add ConVarFlags.GameSetting Add internal TypeLibrary.GetMembersWithAttribute<T> Add EditorUtility.CreateTypeLibrary( CompilerOutput[] ) Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing Add GameSettingsEntry.Default since we'll want to give the controls default values Implement GameSettingsModal Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game Icon support for game settings dropdown options, use SwitchControl instead of Checkbox Add Reset to Default button in GameSettingsModal Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
51 Days Ago
Fix error when deserializing SubgraphNodes SubgraphNode now uses the Title, Description, and Icon from the referenced Subgraph SubgraphNode now generates inputs from any Parameter nodes in the subgraph, with default names for any without. SubgraphNodes now generate output plugs from the FunctionResult node in the references Subgraph https://files.facepunch.com/CarsonKompon/2025/January/21_16-23-CoordinatedEastsiberianlaika.png
51 Days Ago
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
51 Days Ago
Add Reset to Default button in GameSettingsModal
51 Days Ago
Build shaders
51 Days Ago
Subgraphs have Title, Description, Category, Icon and Add To Node Library properties. To be used for the created node Added SubgraphNode which references a .shdrfunc. Results in graph errors if the references graph cannot be found or the references graph has errors Dragging a .shdrfunc asset into a ShaderGraph will create a Subgraph Node referencing the dragged asset
51 Days Ago
Catch null typedescriptor when cloning
51 Days Ago
Bitmap clone, IDisposable, IValid
52 Days Ago
Bitmap drawing fixes
52 Days Ago
Can change Preview Blend Mode/Shading Model/Domain in Subgraphs Implemented all other preview types for FunctionResult Fix GraphCompiler failing when using Unlit in Subgraphs
52 Days Ago
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
52 Days Ago
Bitmap draw and bitmap pen
52 Days Ago
Reduce JSON usage in GameObject.Clone (#1781) We no longer converts the complete GameObject to and from JSON for cloning. JSON is only used as a last resort for complex properties we cannot clone directly. Should result in 1.5 to 3 times faster clones (depends on object size).
52 Days Ago
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game