reposboxcancel

22,806 Commits over 1,642 Days - 0.58cph!

53 Days Ago
Possible fix for fragile tests Restore old TypeLibrary at end of SerializeTest Move VR scene switcher logic into OnStart Add support for custom specialised asset pickers per-resource type via AssetPickerAttribute Add SimplePicker, use for shaders until we get something better so that's not awful to use https://files.facepunch.com/solw/2025/January/20_13-12-GentlePinkriverdolphin.png Merge branch 'master' into jsonfree-clone
53 Days Ago
Fix cloning types that do not have public parameter less constructors Simplify clone. Implement DeepClone for built-in types, for custom types fallback to JSON
53 Days Ago
Add support for custom specialised asset pickers per-resource type via AssetPickerAttribute Add SimplePicker, use for shaders until we get something better so that's not awful to use https://files.facepunch.com/solw/2025/January/20_13-12-GentlePinkriverdolphin.png
53 Days Ago
Move VR scene switcher logic into OnStart
53 Days Ago
Add [CopyToClone] attribute to allow fast path clone of structs that don't hold any references (ParticleFloat, Curve, Vector...)
53 Days Ago
Restore old TypeLibrary at end of SerializeTest
53 Days Ago
Possible fix for fragile tests
53 Days Ago
Humans/animgraph: added Sprint_N (+ temp derived NE/NW) Humans: small tweak to Sprint_N + export the copy of the graph assigned to Humans Refactor GameObject serialization tests a little A couple of object cloning edge case tests CloneActionGraphProperty test Add CloneActionGraphSceneReference test Pull tests from master
53 Days Ago
DeppClone all reference types
53 Days Ago
Refactor GameObject serialization tests a little A couple of object cloning edge case tests CloneActionGraphProperty test Add CloneActionGraphSceneReference test
53 Days Ago
Add CloneActionGraphSceneReference test
53 Days Ago
CloneActionGraphProperty test
53 Days Ago
Refactor GameObject serialization tests a little A couple of object cloning edge case tests
53 Days Ago
Removed too much in prev commit
53 Days Ago
Removed actiongraph scope from component postclone
53 Days Ago
Make sure both buffers are destroyed
53 Days Ago
Compile shaders
53 Days Ago
Add octohedral_encoding.fxc Add skinning_cs.shader Try and use animated vertex cache when D_CS_VERTEX_ANIMATION is enabled Store vb size offsets in rendermesh Create GPU buffers for skinned vertex cache and vertex cache offsets Dispatch requested vertex cache updates Animatables requests vertex cache updates
54 Days Ago
JSON free GameObject.Clone
54 Days Ago
Target > SV_Target0 & out with reflection combo
54 Days Ago
Remove Dynamic Reflections feature from shaders & crumbs from lighting.fxc
54 Days Ago
Humans: small tweak to Sprint_N + export the copy of the graph assigned to Humans
54 Days Ago
Humans/animgraph: added Sprint_N (+ temp derived NE/NW)
54 Days Ago
Push time scope when calling pending starts
54 Days Ago
54 Days Ago
Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Speed up Pixmap.FromTexture ( there's got to be a faster way than this come on) Draw texture preview
54 Days Ago
Remove Reflections.hlsl and both instances of Reflection() mode in our shaders
54 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc
54 Days Ago
Fix crash in unit test when creating SoundStream
54 Days Ago
Run pending component starts at the end of loading, before host joins game
54 Days Ago
Revert "Widget.Parent checks for valid" This reverts commit 0da86010868490ff4bbe0b0cb524e5a5fcbb0bf7.
54 Days Ago
Scene loading only happens once
54 Days Ago
TextureControlWidget poc
54 Days Ago
Add TextureGenerator boilerplate
54 Days Ago
KeyValuesToJson Add Material.Shader Add TypeLibrary.CreateProperty, Obsolete SerializedProperty.Create TypeLibrary.CreateProperty takes attributes - allowing further customization Make ParseToJsonObject public Add Asset.SetInMemoryReplacement, ClearInMemoryReplacement Pass on description, title, source info to property Widget.Parent checks for valid Fix warnings
54 Days Ago
Delete ResourceConverterFactory, ResourceJsonConvert safe to pick to main Add TypeLibrary.Current Add TypeLibrary.Current Remove hacky Scene.IsWaitingForLoad Give NavMesh a proper place to generate during loading (after everything is loaded)
55 Days Ago
Don't try to auto-switch hosts if LobbyConfig.DestroyWhenHostLeaves is true. If that's true, we should only ever have the same host..
55 Days Ago
Wrap scoped undos in a nicer API Still need to rewrite existing usages
55 Days Ago
Fix TypeLibrary.Current not working
55 Days Ago
Materials store the shader version they were compiled against, added Source( ShaderVersion ) for shaders to query what the current material was compiled against for backwards compatability Blendable: Use hemi octahedron encoded normals same as complex for better quality, remove a redundant texture lookup per layer, remove the 5th unused blend layer because wtf https://files.facepunch.com/matt/1b1811b1/mspaint_qIv6MYpn8Y.png
55 Days Ago
Delete ResourceConverterFactory, ResourceJsonConvert safe to pick to main Add TypeLibrary.Current Add TextureGenerator boilerplate
55 Days Ago
Remove C++ side of Dynamic Reflections, this is becoming a component like SSAO & going to use DepthNormals Remove FramebufferScratchTexture, it was used to fetch a rendertarget over multiple frames easily and only meant to be used on dynamic reflections in native side, our C# RenderTarget is equivalent to it
55 Days Ago
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
55 Days Ago
Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
56 Days Ago
Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
56 Days Ago
Amend MoveMode.IsStandableSurace typo, though I can't Obsolete the old one without an error
56 Days Ago
Don't "step down" when on a dynamic physics object (let physics work) Stomp z velocity when stepping down Stomp z velocity when stepping up
56 Days Ago
Editor: Launch dedicated server option (we probably want some way to join it from editor?)
56 Days Ago
Fix NRE when attempting to save with unresolved errors Guarantee IsSubgraph is set properly from the ShaderGraph window Only Update FunctionResult.Inputs when necessary instead of when accessed. Add PlugInfo.GetInput() and serialize PlugInfo.Name as the property name instead of display name
56 Days Ago
GameObjectInspector Reacts to Start/Finish Edit Fix Component/GameObjectControl EyeDropper undo Fix BoolControlWidget Undo Blur active widget on undo/redo Rewrite undo for component tool gizmos