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22,548 Commits over 1,614 Days - 0.58cph!

2 Years Ago
Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup
2 Years Ago
Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget
2 Years Ago
Fix exception when splashscreen manually closed Fix exception in DragData.Url Fix LaunchConfig construct exception Fix exception in ConsoleOutput.OpenAnchor Fix exception in Hammer.PostLoadMap Fix exception in AssetPreview.GetAssetThumb Attempt to fix CloudAssetDirectory share access exception Attempt to fix exceptions in AssetFolderNode.UpdateCount Fix possible exceptions in FileWatch.Tick Wrap ClientSpawn so downstream exceptions can't cause too many problems Exception wrap CreateEntityFromEngine better Make unhandled RPC a warning Change how ModelEntity.PhysicsBody is returned to avoid null pointer exceptions Handle file in use exceptions in NetworkAssetList.AddFiles Disconnect clients if they're requesting net files that don't exist/are deleted Add string.ToLong
2 Years Ago
Add Parallax Occlusion to complex Grabbed from #665 Add Sys( ALL ) for the time being
2 Years Ago
Replace Build only complex with something more generic, didn't know we could do this!
2 Years Ago
Kill spritecard only action, add complex only action
2 Years Ago
Kill spritecard only action, add complex only action
2 Years Ago
2 Years Ago
Add Sys( ALL ) for the time being
2 Years Ago
Move shader includes into folders instead of long names in 1 folder Start implementation of common helper functions people need for shaders - RemapDepthToViewport - DepthToApproximateWorldUnits - DepthToRealDepthWorldUnits - ReconstructPositionFromDepth
2 Years Ago
Do standard weakref cache for each native resource class (repeated code isn't really avoidable here sadly), seal these classes, private constructors so you have to use e.g Model.FromNative( IModel ) Garbage collect on Client LoopEnd, eligable Resource classes were never getting collected and leaking their native handles
2 Years Ago
Simulate clothes on tick by default https://i.imgur.com/AHZml3P.mp4
2 Years Ago
Fix movement_path_node missing
2 Years Ago
If the server's port is taken, try the next one a few times
2 Years Ago
Make custom shaders shared VS code not add bullshit that just goes unused
2 Years Ago
Add ShadingModelValveStandard to shader template
2 Years Ago
Move GenerateMips back to Graphics since we're in a render block
2 Years Ago
Let's not break the API, don't use UAV if we don't expect to use Mips
2 Years Ago
Add Shader.Load
2 Years Ago
Color picker handles HDR colors
2 Years Ago
fix NRE on map uploads when the map addon contains skyboxes or prefabs
2 Years Ago
Put highlight shader on the same folder as highlightrenderer, put the old highlight shader on shaders folder so gamemodes that aren't updated don't break
2 Years Ago
Use temporary depth-only rendertarget instead of clearing depth, there are effects that still depend on depth on screenspace postproecss stage, allow binding only depth Make custom shaders shared VS code not add bullshit that just goes unused Remove standard shading code from highlight shader, doesn't need it at all
2 Years Ago
Show components in entity list better https://files.facepunch.com/garry/a20003da-9cd0-48a7-a39c-15a0cb6f5f8c.mp4
2 Years Ago
Add Parallax Occlusion to complex Grabbed from #665
2 Years Ago
Get rid of the blue skin
2 Years Ago
tweak model ao proxies, removing redundant prefab (use models instead) Merge branch 'master' of sbox
2 Years Ago
Actually account for opacity in the shading models. Opacity now works for ShadingModelValveStandard
2 Years Ago
Remove the needing to require special definitions when overwriting render states supersedes #648 Drop sys from Combos, this was removed with shader-assets and does nothing now Drop Sys( X ) from all shaders This supersedes #645 Get rid of postprocess example, should be on the wiki Mark glow shaders as dev only Return the full range of NdotL instead of the saturated version to allow for more lighting models out of the box Add Parallax Occlusion to complex Built shaders for testing Allow us to reference features at runtime & set default values when they don't exist #pragma optimize("", off) Rebase fixes Drop additive blending combo from complex, make parallax occlusion replace it since it's an extra sampler Add FeatureExists preprocessor function, lets you check if a feature exists debug prints more debug prints Update post_process.shader_c Revert "more debug prints" This reverts commit fd9301e0773cf03e2c12117cac92ed6495aad25c. Revert "debug prints" This reverts commit 637cd5109d557a230fd02d4828c726cc37a9da7d. Fix complex compile errors due to secondary UV truncation + parallax occlusion & detail textures Update all shaders F_ADDITIVE_BLEND is no longer mandatory for shaders Trim a lot of features needed to be included, they're now optional instead of forced! Last one left is morph, still need to do some work to get rid of that one! https://files.facepunch.com/ognik/1b1011b1/sbox-dev_r0eCOvInhu.png Let high quality reflections propagate to all user shaders optionally since we can just check if a feature even exists now
2 Years Ago
Reduce number of iterations on thin lines Remove pattern from being assignable in code, let it be done in material instead,
2 Years Ago
Apply tonemapping to RT Baked Lighting
2 Years Ago
Fix resource precache, fixes networked resources (glass etc)
2 Years Ago
Delete older highlight postprocess shader, actually bind clear with stencil support
2 Years Ago
Bind pattern scroll scale to the shader and compile optimized shaer
2 Years Ago
Do custom blending to avoid overdraw and set render priority so outlines blend with eachother Update shader
2 Years Ago
Initial work on stencil glows Unbind SetStencilMode, not really needed, add clear with stencil support instead
2 Years Ago
Implement initial cubemap priority sorting in our cubemap system
2 Years Ago
Fix tiled light builder adding one garbage envmap to the list
2 Years Ago
Fix crash due to trying to access invalid prepass layer
2 Years Ago
Take biggest radius component when passing shape proxies to gpu
2 Years Ago
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on alphatested materials
2 Years Ago
Fixed several prefabs being corrupted Caused from a squashed merge rewriting the file contents
2 Years Ago
Force a reload of any resident resources that are or were symlinked, this is especially required for streamed resources to avoid a mismatch between header and file data
2 Years Ago
Store GameResources in ResourceLibrary instead of all Resources in Sandbox.Engine so resources get released properly on game shutdown Every native resource (model, material, textures...) was getting held indefinitely even after game shutdown, this commit solves that by: * ResourceLibrary will only hold strong references to GameResource, native resources will only have a weak reference internally this way they get unloaded properly. * Sandbox.Tools gets it's own ResourceLibrary, doesn't piggy back from GameHost.Menu anymore * Get rid of GameHost from Resources
2 Years Ago
Deprecate GenerateMipMaps Move mips generation stuff to Texture.Utils Cleanup
2 Years Ago
Solve race condition on shader, do both axis sequentially
2 Years Ago
Cleanup dupe code, add some docs
2 Years Ago
Decouple the system that holds references from base Resource class to ResourceLibrary. ResourceLibrary is only for GameResource, this was the only way it was being used and it makes no sense for normal Resource to be there. Precaching keeps strong handles of native resources( mainly so we can NetRead them.. ), never add GameResource to precache stringtable (they're always loaded) Texture.Load behaves better and doesn't try to cache a not found file Comment these out, need to figure out ResourceJsonConvert (this is just for GameResources again?) w/ ResourceLibrary, and probably make another ResourceLibrary for Sandbox.Tools ResourceJsonConvert uses given ResourceLibrary Promises assign ResourceId again Oops ResourceLibrary dictionary shouldn't be static no wonder it was fucked Resource.Load doesn't need GameHost Tools gets it's own ResourceLibrary, doesn't use GameHost.Menu anymore NetRead.ReadResource can handle non-GameResource again Replace optional GameHost virtuals GameResource.PostLoad/PostReload with simply passing ResourceLibrary Replace Resource.Update in memory system with ResourceLibrary.UpdateGameResource, only used from tool asset inspector to propagate live changes of GameResource to game / menu
2 Years Ago
Launcher: docs, code cleanup DamageInfo: docs, add HasAnyTag, HasAllTags
2 Years Ago
Add DamageInfo.WithTags, resolves sboxgame/issues/issues/2698