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11,137 Commits over 1,308 Days - 0.35cph!

26 Days Ago
vfx_vulkan: actually fail if any of this validation fails, add another validation check for binding ids vfx_vulkan: improve error feedback Remove domain/hull shaders (they weren't working, Valve already deleted them, compute better)
26 Days Ago
vfx_vulkan: never disable optimizations, this was fucking spirv-reflect and the compile time difference is minuscule Don't have a different fastMode shader compile, it doesn't do anything now Matching register offset check in AddSamplerStateVariableToCommandBuffer, same as SetSamplerStateValueFromVariable (prevent oob write) Bind some default shader resources to prevent crashes, this stuff shouldn't be hit normally so warn/assert it's likely solved by a shader recompile otherwise yell at me
26 Days Ago
Disable parallel solver
26 Days Ago
Add BodyGroups and MaterialGroups in Prop Component
26 Days Ago
If collision source can't get game object from collider, try to get it from body Add collision events to ModelPhysics
27 Days Ago
Mesh Editor: Add snap to vertex
28 Days Ago
Mesh Editor: Add edit logs to face operations Mesh Editor: Clear selection on tool disable
28 Days Ago
Mesh Editor: Add new faces to selection on DetachFaces
28 Days Ago
Mesh Editor: Add snap edge to edge https://files.facepunch.com/layla/1b2311b1/sbox-dev_47gpBlC2me-00.00.00.000-00.00.21.192.mp4
28 Days Ago
Don't switch to object tool after creating block
28 Days Ago
Block tool saves last material used
28 Days Ago
Add PrimitiveBuilder.Material
28 Days Ago
Mesh tool selection and block tool are inspector widgets like they should have been in the first place
28 Days Ago
Clean up mesh control widget
28 Days Ago
CreateModelFromPolygonMesh add mesh collision automatically
29 Days Ago
Add modeldoc PhysicsMeshFromRender
29 Days Ago
Physics hull from render works on render primitive meshes
29 Days Ago
Add RenderPrimitiveMesh to modeldoc (not created in editor) that can serialize a CModelMesh to allow for inline meshes in vmdl Add SaveToKV3 and LoadFromKV3 to CModelMesh Add EditorUtility.CreateModelFromPolygonMesh Add button to MeshComponent to convert to vmdl
29 Days Ago
Allow alpha on MeshComponent
29 Days Ago
ActionControlWidget: show graph errors in widget https://files.facepunch.com/ziks/1b2211b1/sbox-dev_DUsekC8GAK.png Even nicer stack traces for logs / exceptions in Action Graphs https://files.facepunch.com/ziks/1b2211b1/sbox-dev_pFRBSK1ykL.png
29 Days Ago
Whitelist common_samplers.fxc (hate this)
29 Days Ago
PresentYUV420Texture sets its sampler state (this whole func is manual?), fix random crash from using an unbound sampler
29 Days Ago
Revert verifying bound samplers & images until I fix these bad bindings
29 Days Ago
Debug string for CTextureManagerVulkan::GetTextureResource Whitelist some more common exception types Vulkan: Verify bound samplers and images
29 Days Ago
Nicer exception logging / stack trace for Action Graph exceptions Push EditorNodeLibrary in Asset.TryLoadGameResource()
29 Days Ago
Clean up opening editor for a given action graph Implement inspecting action graph elements Make sure ActionGraph GUIDs are unique too Make sure embedded expression graphs have an input node Fixes Facepunch/sbox-issues#5253 Hide input node for expression graphs with no inputs
29 Days Ago
Push NodeLibrary scope for ActionGraphResource Facepunch/sbox-issues#5244 Make sure NodeLibrary scope is pushed when deserializing components Facepunch/sbox-issues#5244
29 Days Ago
VFX_MAX_SAMPLERS is 16 (matches VFX_MAX_SAMPLERS_PER_STAGE and RENDERSYSTEM_MAX_SAMPLERS ) - there is no reason a shader should have more samplers than this These sanity checks aren't sane, textures aren't samplerstates. A proper sanity check already exists in CVfxVulkan::CompileSource Use more common samplers for volume fog, vr lighting. Add g_sBilinearClamp & g_sPointClamp common samplers Fix error texture spam by making sure "EnvironmentMap" is always valid Dark mode non editor window Vulkan: Aftermath is opt-in with -aftermath, costly callstack info with -aftermath_full Recompile sprite shader
29 Days Ago
CreateModelFromMeshFile uses modeldoc directly to create the document and save instead of using a vmdl template. This has huge potential now that I know it works.
30 Days Ago
Fix api query
30 Days Ago
Don't check require component while deserializing, wait until post deserialize
30 Days Ago
Warn Nvidia driver 551.23 for known issues Stop compiling rendersystemdx11, remove -dx11 switch Clean up IRenderHardwareConfig no need for all this DX8/360 crap, remove dxsupport.cfg override vfxcompile: stop compiling dxbc, remove vfx_dx11 Remove "Compile Optimized Shaders", spirv-opt always runs
30 Days Ago
Set bindpose transforms before applying physics bones ModelBoneTransformProxy.SetWorldTransform needs to set the bone transform local to the renderer transform, fixes bones blowing up when moving them in editor
30 Days Ago
Update height clamp
30 Days Ago
Update API URL
30 Days Ago
Parse commandline properly to prevent projects with `-test` in the name breaking sbox-issues/issues/5208 Test for multiple keyframe percentages (sbox-issues/issues/5168) Support multiple keyframe percentages e.g. ```scss @keyframes tilt { 0%, 10% { transform: rotate(0deg) scale(1); transform-origin: center; } } ``` sbox-issues/issues/5168 Vector2Int, Vector3Int sbox-issues/issues/4995
30 Days Ago
Allow avatar tint editing
30 Days Ago
Temp comment out this line to fix tests
30 Days Ago
Object Snapshot Refresh (#1500) * Initial commit * Component id + prune those for refresh as well * Serialize id properly * OnRefresh * Fix refresh for bones * Revert comp ids on this branch * Use Id not __id as that is what was settled with for Component Ids * When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table * Don't do on the root though save that for the multi-comp PR * Include latest table snapshot with full refresh. Update to support __guid * Undo this bit * Added Connection.CanRefreshObjects permission (def: true) * Add checks for CanRefreshObjects to Network.Refresh() and when OnObjectRefresh is called * Register properties recursively when sending network refresh or receiving one * Test to re-register Sync props after Network.Refresh * Make docs clearer * If a Component isn't valid then just set the property anyway for a Sync var * By default, clients (except host) can NOT refresh network objects. Host can change this with Connection.CanRefreshObjects * Some additional validation checks * Better logic * Fix issue with nested types not having correct identity hash for wrapped property codegen
30 Days Ago
Can switch between variants
30 Days Ago
Remove unused Remove buttons Show icon if item has alternates Clothing container stores height SkinnedModelRenderer stores animgraph params, applies them OnEnabled CitizenAnimationHelper - make Height nullable Height option on avatar, can mess with and annoy citizen Normalize clothing before applying Reset input config in menu Remove unused UI system gets game buttons when no game is loaded VSync menu option
30 Days Ago
Change Json.PushNodeLibrary() to NodeLibrary.Push() Call NodeLibrary.Push() instead of Scene.Push() if HostScene is null Fixes Facepunch/sbox-issues#5244
31 Days Ago
ModelCollider uses mass and damping properties from model physics parts
31 Days Ago
Check if aaquality is a valid enum, users are likely to have outdated settings
31 Days Ago
Don't give gizmo mouse focus when it orbit mode
31 Days Ago
Better warning if we can't find ITagset Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231)
31 Days Ago
Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235
31 Days Ago
Fixed delete prompt having no content
31 Days Ago
Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232
31 Days Ago
Don't flag SceneObject and SceneModel as ESceneObjectFlags.IS_OPAQUE, the materials should dictate it, fixes translucent materials drawing in opaque passes (& drawing twice)