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22,503 Commits over 1,614 Days - 0.58cph!

3 Years Ago
DelayedDelete aggregate
3 Years Ago
Do the delayed delete shit instead of deleting straight away
3 Years Ago
Remove even more junk from the interfaces
3 Years Ago
Fix warnings with spirv lib
3 Years Ago
Add missing externals for glslang
3 Years Ago
GLSlang compilation
3 Years Ago
Don't gitignore makefile_base_posix Don't use cross compile make, use the one from NDK, deprecate any android target that isnt androidarm64
3 Years Ago
Update gitignore Add coreclr as submodule Update Mobile-Android-BuildAll batch file to use android building Add coreclr vpc Require android sdk + ndk for generating project files Merge branch 'hackweek-android-quest2' of sbox into hackweek-android-quest2
3 Years Ago
Fly swarm particle adjustments
3 Years Ago
Fly swarm particle
3 Years Ago
Fixup some vulkan compile errors
3 Years Ago
Glass hotspot material
3 Years Ago
AB testing for embree
3 Years Ago
Set BoxPosition attribute when rendering backdrops Fixes blur and other filters not covering WorldPanel correctly
3 Years Ago
Remove ApplyPositionImpulseAt, ApplyOrienationOmega Return normal for CastRaySingle https://files.facepunch.com/layla/1b0911b1/sbox_0049.mp4
3 Years Ago
CastRaySingle SetGameSceneNodeHandle, GetGameSceneNodeHandle, GetEntityID - https://files.facepunch.com/layla/1b0811b1/sbox_0003.mp4
3 Years Ago
Linear and angular damping
3 Years Ago
Add step listener to call PrePhysicsStep
3 Years Ago
Impl parts of physicsaggregate that are not api specific
3 Years Ago
Tidy up map view drag/drop targets in C#, interop more MapDoc so we can create an empty model and asynchronously set it's asset from the package fetch. There's still some messy code here, I think I need to figure out how to do handles for map nodes before this becomes a sprawling mess. And the async method is getting blocked on the main thread once dragging.. but a background thread is going to crash it. Paginate asset.party assets in browser so we see all of them Make our package drag data in the format "https://asset.party/facepunch/boomerjumppad" we could easily extend this code to let you grab these assets straight from the website then
3 Years Ago
Impl DestroyAggregateInstance, RemoveBody etc
3 Years Ago
Only destroy aggregate in SetupPhysicsFromUnscaledModel if we're not already SOLID_VPHYSICS - avoids recreating the aggregate when we shouldn't need to
3 Years Ago
Fixed -tools not starting if `ServerAddons.TryAdd()` returns null
3 Years Ago
Remove jni_env and app_resources, gotta work around that, start building for Android AARCH64
3 Years Ago
Add glslang
3 Years Ago
Remove multigpu from vulkan, readd GetMaxDeviceAccessThreads() Fix typos on coreclr and remove unittests from group Add preliminary Developer-Android-Buildall batch
3 Years Ago
Fix capsule shapes
3 Years Ago
Added Color[32].FromRgb[a] Color[32] property consistency cleanup Added some Color[32] tests
3 Years Ago
Initial work for tiled light sorter Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms Evaluate cubemaps and lights on compute shader Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae. Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨 Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job Pass radius of light to shader so we dont need a sqrt operation on culling Sample shader to visualize tiled rendering Revert "Pass radius of light to shader so we dont need a sqrt operation on culling" This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525. Fix driver crash on Nvidia Fix 'LightSim_MaterialTint has inconsistent value' warning Put tiled code on vr_lighting Much simplify sphere and box intersection tests, add bounding area for nearby tiles Tiled rendering for valve standard shading tiled rendering for envmaps on valve standard shading Correct box hit algorithm for tiled light builder Fix shadow rescaler Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps Fix shader compilation Fix spritecard compilation Initial work for VR Instancing for tiled light rendering Fix glows in Vr while we're at it, still pending rewrite Preliminary support for VR in tiled light builder, include objects Remove magic number and reproject view for tiled light builder Treat warnings as errors on shader compilation on internal builds Make tile resolution proportional https://i.imgur.com/2knXfUw.png Fix light typo on vr_lighting Fix warnings on standard shading model Iterate on tiled light builder Fix data races on tiled light builder Fix warnings from core shaders Use 48 wide pixels for each tile Fix Z-Fighting when cubemap bounds is the same as the geometry Update tiled light builder shader objects Fix warnings on blendable and commit shader objects Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute Add r_tiled_rendering convar Update shader objects GPU driven Depth Culling for tiled rendering Use half tile offset for tile coordinates Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum Add BindingFlags.NonPublic to SetPropertyObject Depth prepass culling for envmaps too, cleanup fix envmaps being fucked up Return max depth for tile, update object files Add r_tiled_rendering_depth_cull Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦 Tiled Rendering Support Reduce queryable size of sphere, optimizes tile volume skip backfacing queries on tiled light builder Cleanup, dont pass depth on non depth prepass Transform camera ray, fix typos when doing box intersection, oops You should be seeing the good perf gains from tiled now fix last cubemap not being sorted Initial boilerplate Merge branch 'hackweek-android-quest2' of sbox into hackweek-android-quest2
3 Years Ago
Reduce queryable size of sphere, optimizes tile volume skip backfacing queries on tiled light builder Cleanup, dont pass depth on non depth prepass Transform camera ray, fix typos when doing box intersection, oops You should be seeing the good perf gains from tiled now
3 Years Ago
Add command line switch to change physics module
3 Years Ago
Disable collision for kinematics for now, many intersecting kinematics (server side bodies on client) seem to be completely fucking up the simulation, causing everything to fall through world https://files.facepunch.com/layla/1b0711b1/sbox_0061_Trim.mp4
3 Years Ago
Initial work for tiled light sorter Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms Evaluate cubemaps and lights on compute shader Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae. Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨 Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job Pass radius of light to shader so we dont need a sqrt operation on culling Sample shader to visualize tiled rendering Revert "Pass radius of light to shader so we dont need a sqrt operation on culling" This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525. Fix driver crash on Nvidia Fix 'LightSim_MaterialTint has inconsistent value' warning Put tiled code on vr_lighting Much simplify sphere and box intersection tests, add bounding area for nearby tiles Tiled rendering for valve standard shading tiled rendering for envmaps on valve standard shading Correct box hit algorithm for tiled light builder Fix shadow rescaler Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps Fix shader compilation Fix spritecard compilation Initial work for VR Instancing for tiled light rendering Fix glows in Vr while we're at it, still pending rewrite Preliminary support for VR in tiled light builder, include objects Remove magic number and reproject view for tiled light builder Treat warnings as errors on shader compilation on internal builds Make tile resolution proportional https://i.imgur.com/2knXfUw.png Fix light typo on vr_lighting Fix warnings on standard shading model Iterate on tiled light builder Fix data races on tiled light builder Fix warnings from core shaders Use 48 wide pixels for each tile Fix Z-Fighting when cubemap bounds is the same as the geometry Update tiled light builder shader objects Fix warnings on blendable and commit shader objects Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute Add r_tiled_rendering convar Update shader objects GPU driven Depth Culling for tiled rendering Use half tile offset for tile coordinates Depth prepass culling for envmaps too, cleanup fix envmaps being fucked up Return max depth for tile, update object files Add r_tiled_rendering_depth_cull Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦 Tiled Rendering Support
3 Years Ago
Add r_tiled_rendering_depth_cull
3 Years Ago
Return max depth for tile, update object files
3 Years Ago
Use half tile offset for tile coordinates Depth prepass culling for envmaps too, cleanup fix envmaps being fucked up
3 Years Ago
matrix conversion
3 Years Ago
Init debug renderer so we have all the geometry batches for primitives
3 Years Ago
Add remote asset.party location to asset browser, fill it with model query Add drag data to Package in AssetList: e.g package://matt.box Add managed handler for Hammer map view drag drop events ManifestMount from Sandbox.Game -> Sandbox.Engine Bare bones dragging asset.party models into Hammer https://files.facepunch.com/matt/1b0611b1/sbox_5qCyTB85LC.mp4
3 Years Ago
batch debug drawing properly
3 Years Ago
make a start on debug rendering so i can see what the fuck is going on
3 Years Ago
Remove wokeup and asleep lists from world step results, shouldn't have to need these
3 Years Ago
Remove HintSimRateChange
3 Years Ago
Remove SetBuoyancyRatio
3 Years Ago
Remove GetSphereRadius and SetSphereRadius
3 Years Ago
Same for drag and damping
3 Years Ago
Impl a few velocity related functions in physics aggregate
3 Years Ago
Create physics shapes for each jolt subshape
3 Years Ago
Override mass if provided, set inertia scale if provided
3 Years Ago
Use a rotated translated shape for single spheres and capsules so they can be offset