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22,741 Commits over 1,642 Days - 0.58cph!

7 Days Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer 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 Bind ClearFlags, this should probably be implicit Just use DepthNormalPrepassLayer, use depthnormal mode again Remove old no-normals depth prepass, keeps things simple, effects that we use will need to rely on depthnormals, doesn't add too much cost Fix typo on gtao Reconstruct Normals::Sample from depth if underlying texel doesn't use DepthNormal mode https://files.facepunch.com/sampavlovic/1b2711b1/DdYOdR9WrI.png DepthNormals mode fallback if shader doesn't have it Pass screen size to managed texture we create for depthnormal gbuffer, dimensions must match the swapchain, which resized viewports don't match Apply offset when sampling Prepass Normals https://files.facepunch.com/sampavlovic/1b0411b1/dfC5VELlYw.png Use Depth MODE instead of DepthNormals for DepthNormals Enable shadow fast pass properly, make it use depth_only shader update shaders with depthnormal
7 Days Ago
Add NavMeshLink.OnLinkEntered / NavMeshLink.OnLinkExited
7 Days Ago
Enable shadow fast pass properly, make it use depth_only shader
7 Days Ago
Account for additional related files for dependencies when we're including source files - should fix uploading source files for clothing resources
7 Days Ago
Bloom2 https://files.facepunch.com/sampavlovic/1b2711b1/FGDhgt0i6B.png https://files.facepunch.com/sampavlovic/1b2711b1/zuIstGTQuO.png https://files.facepunch.com/sampavlovic/1b2711b1/sg0ZpXbsVz.png
7 Days Ago
Add cursor_eye back
8 Days Ago
Revert "Add DepthNormal() mode to lit shaders, this seem the most straightforward way to do this, shaders with just Depth() usually have a shared shader with no-color no-material output, legacy shaders rebuild normals from depth, not rendered in depthnormals mode" This reverts commit 1de87df502b99a787b40381cc6b52988f9dae6bc. Use Depth MODE instead of DepthNormals for DepthNormals
8 Days Ago
Global include Microsoft.AspNetCore.Components when compiling Ignore .user files when publishing
8 Days Ago
Fix ClothingList regression
8 Days Ago
Automatically calculate agent velocity while traversing links.
8 Days Ago
SBOX-2FDH: Fix NRE when clicking on a compile diagnostic with invalid spans that are not mapped to a file
8 Days Ago
FixIdentName in Asset returns quietly if the asset isn't set up yet, looking at the code that consumes this, it's intentionally not setting up the asset yet
8 Days Ago
SBOX-2Z9F: Add missing `SceneEditorSession.Scope()` / `Scene.Push()` calls to editor actions that modify the scene Should get rid or at least reduce the amount of `OnAwake on X on (Object) failed from Create: Assert: AreEqual Calling awake on X on (Object) but active scene is...` errors
8 Days Ago
Delete GameManager.cs Remove particle editor
8 Days Ago
Update messages sent and messages received on connection for dedicated server as well
8 Days Ago
Fixed NRE
8 Days Ago
FPArms: add Shared_Deploy_Rifle
8 Days Ago
CompleteLink -> CompleteLinkTraversal
8 Days Ago
Add remaining summaries
8 Days Ago
Emit LinkEntered / LinkExited events on the NavMeshLink component
8 Days Ago
Don't trace for ground when manually traversing links
8 Days Ago
Pass recipient SteamId from native to managed OnSessionFailed. Update debug log to show that connection if we can find it, or just log the steam id if we can't
8 Days Ago
Get MessagesReceived working for Connections so it displays in status properly - to help debug an issue
8 Days Ago
NavLink API Cleanup
8 Days Ago
Shader compile
8 Days Ago
Add Agent.AutoTraverseLink & Agent.CompleteLink API
8 Days Ago
Game Modal (#1839) * Tweak console overlay * Minimize PackageCard visuals, use ThumbWide if available * Fix ` at the end of sort tooltips * VideoPanel renders video as background texture instead of content * Sandbox.UI.Image correctly resizes to layout when it's being forced to, but keeps aspect ratio like you'd expect * Sandbox.UI.Label can be set as IsRich, in which case it can contain inline html tags like <strong>, <span> and <a> * Fix Razor RenderTree sometimes deleting the last text content item * Image shrink to native size properly * Fix not parsing html with img/br/video due to unlosed tags (!) * Update Yoga, add support for `display: contents` * Add Reviews service * Move razor stuff from Sandbox.Razor to Microsoft.AspNetCore.Components - which tricks visual studio intellisense into sometimes working * Console tweaks * Add range, currentvalue, globalunlocked, globalfraction to achievement * Can post reviews from in game * Push menu scope when running menu concmds
8 Days Ago
Remove deprecated gaussian bloom blur material
8 Days Ago
Missed one
8 Days Ago
Move Sandbox.GameSettingsEntry to Sandbox.DataModel.GameSetting
8 Days Ago
Fix unit test failing
8 Days Ago
Squashed commit of the following: commit de0cf8637fda5693a9dc191ab4c23463f37245c7 Author: Tony Ferguson <devultj@gmail.com> Date: Tue Jan 28 14:10:53 2025 +0000 Pass info back through CreateGameModal, can select map and maxplayers commit 32f35066451d17ab48212ef25b3ef7d4ef1a9470 Author: Garry Newman <garrynewman@users.noreply.github.com> Date: Tue Jan 28 11:20:28 2025 +0000 Switch GameSettings to CreateGameModal commit e1036a20ebf49e971a72981bb9525db6f441697d Author: Garry Newman <garrynewman@users.noreply.github.com> Date: Tue Jan 28 11:19:59 2025 +0000 Push menu scope in Game.Overlay commit 5310505a921aa3382df9e42cb21916a535019694 Author: Tony Ferguson <devultj@gmail.com> Date: Tue Jan 21 21:14:50 2025 +0000 Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal commit 2dbaf1a592ba03bbcc27f77a291de4e7364df0b5 Author: Tony Ferguson <devultj@gmail.com> Date: Tue Jan 21 21:03:01 2025 +0000 Add Reset to Default button in GameSettingsModal commit 2a30d85f512db8e153cc94aefa8a1cb594a45193 Author: Tony Ferguson <devultj@gmail.com> Date: Tue Jan 21 18:24:07 2025 +0000 Icon support for game settings dropdown options, use SwitchControl instead of Checkbox commit e7e63ebc96397fa6ce5a233de0caf59a3e902151 Author: Tony Ferguson <devultj@gmail.com> Date: Tue Jan 21 18:07:31 2025 +0000 Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game commit e9b88975fcf0e806eb3f1885d043071206bf2010 Author: Tony Ferguson <devultj@gmail.com> Date: Tue Jan 21 16:28:01 2025 +0000 Implement GameSettingsModal commit 91d7835a52f7b6cdef202f7d6a3889c7a311766a Author: Tony Ferguson <devultj@gmail.com> Date: Tue Jan 21 15:34:06 2025 +0000 Add GameSettingsEntry.Default since we'll want to give the controls default values commit 4ba596a17d0523eea58ad86ffef03baf68d59452 Author: Tony Ferguson <devultj@gmail.com> Date: Tue Jan 21 15:01:28 2025 +0000 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 commit 195de0fca5927643cb1ecba8b4740ecbbd90d431 Author: Tony Ferguson <devultj@gmail.com> Date: Tue Jan 21 14:59:57 2025 +0000 Add EditorUtility.CreateTypeLibrary( CompilerOutput[] ) commit ab0e1ebe84bf0bed146f9ee5983e336fb78608e6 Author: Tony Ferguson <devultj@gmail.com> Date: Tue Jan 21 14:59:37 2025 +0000 Add internal TypeLibrary.GetMembersWithAttribute<T> commit 39ba22b6d9863b45b141a190585e5b0dec4074aa Author: Tony Ferguson <devultj@gmail.com> Date: Tue Jan 21 14:59:16 2025 +0000 Add ConVarFlags.GameSetting Tweak console overlay Tweak CreateGameModal Remove CreateGameSettings (unused), populate game settings controls in CreateGameModal CreateGameModal DropDown has a bound value Can pass GameSettings to MenuUtility.OpenGame Use value edits instead of binds Fixed DropDown values Minimize PackageCard visuals, use ThumbWide if available Add MegaCard component Fix ` at the end of sort tooltips Metrics section VideoPanel renders video as background texture instead of content PackageSummary, Media Update Services Review Stats, Error Rate Add Package.LatestNewsPost Sandbox.UI.Image correctly resizes to layout when it's being forced to, but keeps aspect ratio like you'd expect Sandbox.UI.Label can be set as IsRich, in which case it can contain inline html tags like <strong>, <span> and <a> Fix Razor RenderTree sometimes deleting the last text content item Add HtmlPanel - takes HTML and tries to lay it out as you'd expect (but as panels) Package description uses same HTML description as on site Image shrink to native size properly Label RichText can have clickable links Fix not parsing html with img/br/video due to unlosed tags (!) HtmlPanel support images, ul, ol, blockquote Tabs Portals Update Yoga, add support for `display: contents` PortalTarget uses display: Contents Add MenuUtility.PostReview Add Reviews service Reviews/News Move razor stuff from Sandbox.Razor to Microsoft.AspNetCore.Components - which tricks visual studio intellisense into working CodeArchive version++, add upgrader for older versions Add global usings to project compiling Panel implements Microsoft.AspNetCore.Components.IComponent Only run Sandbox.Generator if not DesignTimeBuild split Global Includes and Global Statics Remove Sandbox.Razor @usings Add [Parameter], namespaces, make syntax work Reviews show rating Console tweaks Review page header, post review button Add range, currentvalue, globalunlocked, globalfraction to achievement Add razor EventHandlers in case intellisense starts reading them from other dlls Add EditorRequiredAttribute for razor Achievements list in game modal News section Add Sandbox.Services.Players.Profile.IsFriend Update ReviewDto with Created and Updated On review show date and highlight friends Fix news posts shrinking add Review.Get( ident, steamid ) Can post reviews from in game Push menu scope when running menu concmds Add game closed toast Cleanup, map uses new modal
8 Days Ago
Cleanup, map uses new modal
9 Days Ago
News section Add Sandbox.Services.Players.Profile.IsFriend Update ReviewDto with Created and Updated On review show date and highlight friends Fix news posts shrinking add Review.Get( ident, steamid ) Can post reviews from in game Push menu scope when running menu concmds Add game closed toast
9 Days Ago
.Clothing thumbnail updates
9 Days Ago
Cardigan and Denim Skirt initial push Plus adjustments to shirts + female variations
9 Days Ago
Connection.Ping is in milliseconds
9 Days Ago
Log instead of disconnect on invalid session for now for debugging
9 Days Ago
Expose DamageInfo constructor to ActionGraph A little documentation / renaming in TypeLoader Add [SingleAction] attribute for delegate properties Makes them not show a list of actions in the inspector
9 Days Ago
Don't focus on source scene of graph if already open Facepunch/sbox-issues#7742
9 Days Ago
Add range, currentvalue, globalunlocked, globalfraction to achievement Add razor EventHandlers in case intellisense starts reading them from other dlls Add EditorRequiredAttribute for razor Achievements list in game modal
10 Days Ago
Add Tonemap and VOlumetricFogManifest in RenderingPipeline [pick] Move tonemap to commandlist so that it's rendered over postprocesses that uses commandlist
11 Days Ago
Reviews show rating Console tweaks Review page header, post review button
11 Days Ago
Add [Parameter], namespaces, make syntax work
11 Days Ago
Add MenuUtility.PostReview Add Reviews service Reviews/News Move razor stuff from Sandbox.Razor to Microsoft.AspNetCore.Components - which tricks visual studio intellisense into working CodeArchive version++, add upgrader for older versions Add global usings to project compiling Panel implements Microsoft.AspNetCore.Components.IComponent Only run Sandbox.Generator if not DesignTimeBuild split Global Includes and Global Statics Remove Sandbox.Razor @usings
11 Days Ago
Remove old version of Json patch (RFC 6902)
11 Days Ago
Remove native postprocessing from renderpipeline Remove stage2 rts from camerarenderer, pointless now, remove parts of postprocess pipeline from it Remove RenderingPipelinePostprocess Start removing PostProcessingSystem Get rid of native PostProcessSystem entirely, current components need reimplementation now Remove all mentions of stage1/stage2, copy HDR intermediary texture back to SDR if formats are different Remove legacy tonemap, default those that used it to HableFilmic Remove Valve's post_process and gaussian blur shader Remove msaa_resolve tonemap_resolve too, not used Removed unused stuff from pipeline Resolve to SDR in correct color space
11 Days Ago
Prefab Instance Overrides PoC
11 Days Ago
Resolve to SDR in correct color space
11 Days Ago
Improve handling of nested objects