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22,821 Commits over 1,642 Days - 0.58cph!

4 Months Ago
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4 Months Ago
Report build errors
4 Months Ago
Remove rigidbodies from menu-main scene
4 Months Ago
Filter out .dll when downloading packages Compile and load code on package download
4 Months Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
4 Months Ago
Add nav_blocker tag
4 Months Ago
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4 Months Ago
Fix issues with navmesh generation API Should also fix tests
4 Months Ago
Shader rebuild process (#1713) * Add * option to vfxcompile * Delete older shader build scripts * Remove cs_surface_interactions * Always output combo count if it's over 1000 * Strip some lesser used stuff from spritecard to get the compile time/size under control * Build shaders as part of ci, so they can't be out of date (we should still manually build and commit though!)
4 Months Ago
Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO Start moving gtao to command lists, adjustments
4 Months Ago
Start moving gtao to command lists, adjustments
4 Months Ago
Fix navmesh debug draw disappearing at certain heights
4 Months Ago
Allow NavMesh areas to have arbitrary transforms Reduce debug draw ground offset
4 Months Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO
4 Months Ago
Update spritecard.shader_c
4 Months Ago
Update ci.yml Update all_shaders.txt Rebuilt shaders
4 Months Ago
Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO
4 Months Ago
Build shaders in ci
4 Months Ago
Remove cs_surface_interactions Always output combo count if it's over 1000 Strip some lesser used stuff from spritecard to get the compile time/size under control Remove old broken water shader spritecard compile fixes Revert "Remove old broken water shader" This reverts commit 839701b6fc80e9ef6663f8540820545e5d39f490. Fix water shader not compiling
4 Months Ago
Add * option to vfxcompile Create Shaders-Build.bat Create Shaders-BuildForced.bat Delete old shader build scripts
4 Months Ago
Protocol++
4 Months Ago
Fix network scene load race condition. Fix spamming Join Game trying to connect to a lobby after we're already in a game
4 Months Ago
Composite SSAO on Lighting rather than Blitting (#1677)
4 Months Ago
Update shaders, might get stumped with AO changes but i'll just build them back
4 Months Ago
fix nre, cleanup unused, order, CommandList.Release -> CommandList.ReleaseRenderTarget
4 Months Ago
Tweak EventManager flushing Services Update
4 Months Ago
Address case when trying to package.GetMeta<string> something that isn't a string, to ensure backwards compatibility - Resolves legacy game issue where InputSettings has not been moved to Input.config - Output a warning if we fail, instead of hiding it
4 Months Ago
Asset Browser: Everything location excludes cloud cache, non-project assets when 'Show Base Content' is disabled Asset Browser: only hide compiled versions of source files when they both would have been shown under the asset filter (don't hide .sounds because we have a .wav etc) Remove any existing package files when updating to new cloud asset version
4 Months Ago
Add SizeHandle
4 Months Ago
Fix DispatchCompute capturing
4 Months Ago
Fix record struct not using primary constructor Make action graph prefab variables sort of work They don't set the right ISourceLocation yet, so they'll open the wrong asset when editing Fixes Facepunch/sbox-issues#6880
4 Months Ago
Clear the temporary RenderTarget cache after Present. It should be okay to grab one of these and not free it. Add ComputeShader.DispatchWithAttributes Remove unused commandlist.Dispatch uses the attributes from the commandlist, rather than the computeshader Fix RenderAttributes setting doubles as float2 😵 Clean CommandList RenderTarget api
4 Months Ago
Add action graph clean up tool
4 Months Ago
Fix checking for IsNull instead of NotNull Convert to use CommandList properly
4 Months Ago
ActionGraph: disable way of creating invalid references Was possible to reference components etc as constant values for properties, should use scene.ref nodes instead
4 Months Ago
Squashed commit of the following: commit 8b28be7427ce545fc522cc32ba26825de66ec7db Author: kurozael <kurozael@gmail.com> Date: Mon Nov 25 11:51:06 2024 +0000 Make it easier for those who don't know the command line options to spawn their local instances in windowed mode ( https://files.facepunch.com/conna/1b2511b1/sbox-dev_sxEprjThtS.png ) commit 9429d94c3816fea2e354a24d33e89d632ff933cd Author: kurozael <kurozael@gmail.com> Date: Sun Nov 24 22:12:15 2024 +0000 Some exceptions to help diagnose issue commit 7622f5f50e31b05c03bbaad55d0f5c8dac446c3d Author: kurozael <kurozael@gmail.com> Date: Wed Nov 20 15:26:19 2024 +0000 More cleanup, early out if disbaned or toxic commit 0b484581c951969daed0cde3e51775ed0a0a4517 Author: kurozael <kurozael@gmail.com> Date: Wed Nov 20 15:19:43 2024 +0000 Some cleanup commit b76f3fa7dfa6b973d31424e79ca777652cd2e207 Author: kurozael <kurozael@gmail.com> Date: Wed Nov 20 15:00:34 2024 +0000 More fixes commit ff4ad7dfc4ec25125a1753aaf6a3470a3c0ce043 Author: kurozael <kurozael@gmail.com> Date: Wed Nov 20 14:02:58 2024 +0000 Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that commit 8d7a08cff2c9641a3c96f5a777f89dbea5c1ba1f Author: kurozael <kurozael@gmail.com> Date: Wed Nov 20 13:32:08 2024 +0000 Testing with handshake process fixes if host changes during handshakes... commit 301685cf930858a1074d3b3add085c52379f4664 Author: kurozael <kurozael@gmail.com> Date: Wed Nov 20 12:49:27 2024 +0000 First fix map override task when using launcharguments.map
4 Months Ago
Make it easier for those who don't know the command line options to spawn their local instances in windowed mode ( https://files.facepunch.com/conna/1b2511b1/sbox-dev_sxEprjThtS.png )
4 Months Ago
Rename Obstacle -> Area In the future the defined Areas defined maybe used for other purposes beyond blocking/obstructing
4 Months Ago
Editor: adjust minimum/maximum camera speed (8 -> 100), determine increment/decrement based on current speed instead of flat rate
4 Months Ago
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders Composite AO to pipeline rather than blitting, cleanup AddHookAfterTranslucent > AddHookAfterDepthPrepass [Pick] Add internal Graphics.FrameAttributes, up to review Remove hack for clearing AO and use FrameAttributes instead [pick] GetBindlessRWTextureXXX if compute shader Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray [pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc [pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA Compile shaders without MSAA sampling for AO Child camera executes command lists from camera it's taking attributes from Internal CommandList with calling action directly Temp pass RenderEffect inside the command list directly Fix validaiton error in old AO where we were writing normals when never bound Execute procedural layers ( managed hooks ) before threaded action to set up geometry, this fixes race condition in viewattributes from hooks Previously FrameAttributes/ViewAttributes were working to pass to the rest of the pipeline merely because of a race condition and would break down in low framerates and wouldn't actually pass changed view attributes to those partitions in the correct order ( https://i.imgur.com/fW4VPVJ.mp4 ), this does it properly
4 Months Ago
Be very careful about when we load assemblies in LoadNetworkTables Facepunch/sbox-issues#6984 Only warn once if Json serialization happens during a hotload Facepunch/sbox-issues#6984 Expose BoneCollection / Bone to ActionGraph Fixes Facepunch/sbox-issues#6878 Give each scene dock a unique name and fix load order so we maintain layout positions Move window layout to project cookie, will fallback to importing from editor cookie for now Lazy-initialize NavMesh GeneratorPool Restore AssertNoGraphErrorsInScene test Fixes #1709 Asset Browser: Show 'Open File Location' in context menu when searching too Asset Browser: Disable flat/recursive toggle button when searching or in meta location Hook up Package.Data GameModal now correctly uses GameConfig from backend Fix "no screenshots" being thin After purchase, keep refreshing until we have the item Indicate when you already own items Fix NRE in NavMesh Dispose Restore colliders on rigidbody disable if the collider is still active Don't let collider dictate body type when there's a rigidbody, colliders could have a mix of statics so rigidbody should be the authority on this Load Model.Plane Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods Add DrawModelInstanced methods to CommandList Add CommandList.Set for ComputeBuffer<T> Update default JSON ignore condition to use JsonIgnoreCondition.Never Resolves Facepunch/sbox-issues#6995, Resolves Facepunch/sbox-issues#6953, Resolves Facepunch/sbox-issues#6349 Add Graphics.ResourceBarrierTransition supports transitioning Textures and ComputeBuffers states currently, e.g if you wanted to signal a resource should be readable in fragment after a compute write to it Fixed .config files not being added to appropriate string table for clients to receive changes Scene collision events (#1707) An interface to listen for all collision events that happen during a physics step Fixed NRE when trying to delete non-asset files, resolves Facepunch/sbox-issues#7002 Support drag data for GameObjectControlWidget, resolves Facepunch/sbox-issues#6998 https://files.facepunch.com/tony/1b2311b1/sbox-dev_xLjcpe9xed.mp4 Organisation -> Organization where necessary Resolves Facepunch/sbox-issues#6822 Delete view_shared, move CViewSetup to camerarenderer and start removing unused junk from it Add CameraComponent.CustomSize to override aspect ratio. When rendering to a render target, sometimes you want the aspect of the screen and not the texture Add CameraComponent.ProjectionMatrix Add CameraComponent.CalculateObliqueMatrix to clip projection with a worldspace clip-plane Remove SCENEOBJECTTYPEFLAG_IS_PROCEDURAL - it does nothing Envmap feathering defaults to much tighter SkyIndirectLighting param in hammer env_sky since it seems it never was there Bail Model.Load early with error model for null or whitespace filename Revert "Add recast/detour tile cache" This reverts commit 0b2e398df82b304b23f7ddd2485b943ba1fe20ab. We will use a custom caching solution instead. Merge branch 'master' into navmesh-dynamic-obstacles Fix test
4 Months Ago
Revert "Add recast/detour tile cache" This reverts commit 0b2e398df82b304b23f7ddd2485b943ba1fe20ab. We will use a custom caching solution instead.
4 Months Ago
vLevel isn't const
4 Months Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions
4 Months Ago
Bail Model.Load early with error model for null or whitespace filename
4 Months Ago
Envmap feathering defaults to much tighter SkyIndirectLighting param in hammer env_sky since it seems it never was there
4 Months Ago
Some exceptions to help diagnose issue
4 Months Ago
Remove SCENEOBJECTTYPEFLAG_IS_PROCEDURAL - it does nothing