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16,846 Commits over 1,277 Days - 0.55cph!

27 Minutes Ago
Run filtering in two passes to eliminate any fireflies, realtime filtering looks as good as baked filtering now https://files.facepunch.com/sampavlovic/1b2911b1/465thMK9Yq.jpg
31 Minutes Ago
big scruffy beard adjustment
1 Hour Ago
hair texture adjustments for colour wheel
1 Hour Ago
ANTLR: Support any dimension arrays Use fast envmap filtering even for static ones, looks as good if not better than brute forcing if using a few more taps, delete reference_ibl_lighting.fxc (byebye)
2 Hours Ago
Allow lipsync to be enabled on music player
2 Hours Ago
Add SoundHandle.LipSync to opt into lipsync processing https://files.facepunch.com/layla/1b2811b1/sbox-dev_WgcnqBpoUH.mp4
4 Hours Ago
Fix texture filtering inside ui_cssbox.shader Fix filtering in other UI shaders too
6 Hours Ago
Add SoundHandle.SampleRate
6 Hours Ago
CSS box shader - D_BORDER_IMAGE combo should be range 0..2 Fixes sbox-issues/issues/4874
Today
Removing shape from body will only remove contacts associated with the shape, not all contacts of the body
Use "unknown" key instead of "any" key I was using in testing
Today
Skip driver version check if running under proton
Today
Revert "HotloadManager disposes Hotload instance, was stopping assembly unloading" This reverts commit 1d83455903d1b9995c5680c933c49738ce22f149. Revert "LoadContext.Unload also unloads all it's IsolatedAssemblyContext" This reverts commit 672aabaadd48f649bf3c38068d4efe2e2c55780e.
Today
space outfit texture fixes
Today
HotloadManager disposes Hotload instance, was stopping assembly unloading Warn for older AMD GPU drivers too, 2.0.283 has a driver crash when child processes are opened
Hook back Preferences.ControllerLook(Yaw/Pitch)Speed for Input.AnalogLook when using a controller
Improve LoadGlyphTexture logic
Remove KeyGlyphLoader, supply all keyboard and mouse glyph files Let me know if I missed any buttons, I don't have a numpad on my keyboard so tag me!
Today
Avoid collection modified error in NetworkPrune (Fixes Facepunch/sbox-issues#5280)
Expose Input.TriggerVibration (using existing API), hook up SDL_GameControllerRumbleTriggers
Game Controllers using SDL2 (#1509)
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later) GameController -> CGameController, some code refactor, Controller is a handle Update sdl2 lib Didn't mean to push this launch setting Remove legacy sdl haptics code, replace with SDL_GameControllerRumble Implement default LED colors based on instance, rumble the gamepad on every button press test Test passing controller input to input context Parse analog inputs local to each controller, add virtual trigger buttons based from axis result Hook up AnalogLook/AnalogMove for first controller (test) Make prints less obnoxious Re-add Input.UsingController (simpler now) Temporary generated glyphs for gamepad Look for input glyph svgs Plug in a bunch of glyph icons for xbox controller Add GameControllerType_t, expose ControllerType to managed, add GlyphVendor LoadGlyphTexture will look for the controller's vendor and fall back to default if not found Add a few PlayStation glyphs Documentation Support analog input glyphs Add methods for fetching gyroscope and accelerometer readings from specific controllers Remove controller binding panel (not used) Forgot to get rid of this method 🤦 Move GameController ctor to implementation Remove FindControllers, does nothing, was a test for me Native cleanup, add safety, fixed controller disconnect crashing game Make Controller internal + sealed Remove my #ifdef V_COMPILER_MSVC usage Change InputMotionData to reflect new API Make sure to set the size of svg glyphs Keep current glyph API intact, add new version to control outline Docs, GameControllerExtensions to internal Why the fuck are you there
Today
LoadContext.Unload also unloads all it's IsolatedAssemblyContext
Yesterday
Multi select move grid snaps handle pivot instead of each selection https://files.facepunch.com/layla/1b2711b1/sbox-dev_LEYJCm0K2B.mp4
Yesterday
Multi select rotates around gizmo handle pivot point https://files.facepunch.com/layla/1b2711b1/sbox-dev_WxhiXwtdBc.mp4
Yesterday
Ignore cubemap precomputed handshakes, we can add and remove cubemaps at will on scene, those do not have handshakes so the entire thing was already deprecated when we implemented maploader, this cache gets built by m_nCachedEnvMap at runtime This fixes scene cubemaps not showing on static map geometry
Yesterday
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c# Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler GGX filtering Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples Assert isn't valid anymore in ComputeImageViews since we can pass a cube array Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV Remove unsued, clean up Dynamic cubemap component settings Remove the old BuildCubeMaps Add WidgetUtil.CreateSwapChain NativeRenderingWidget renders in regular render path Fix RenderDeviceInfo_t wrong size Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers) CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 ) Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering Use high quality GGX filtering if baking cubemap as OnEnabled Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray Don't fetch render attributes from context, that's composited over, fixes a crash Assert when UAV Index is invalid Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings
Yesterday
Use a fresh PackageLoader when loading new games - fixes Facepunch/sbox-issues#5219
Yesterday
CreateModelFromMeshFile uses modeldoc utils so it does automatic lods etc again
Yesterday
Add InitFromMesh to modeldoc utils - tries to automatically build document from mesh file SessionImportFromModel uses InitFromMesh
Yesterday
Prevent multiple OnEnable and OnDisable calls for people doing nonsensical things like reenabling parent gameobject in component OnEnable
Yesterday
New Outfit! - Space Suit https://files.facepunch.com/daniel/1b2711b1/Photoshop_ImaSTMln2y.png LODs and small skinning adjustments coming ASAP.
Yesterday
Docs, GameControllerExtensions to internal Why the fuck are you there
Yesterday
CVfxStackMachineBuilder::FindConstant case insensitive
Yesterday
Make sure to set the size of svg glyphs Keep current glyph API intact, add new version to control outline
Yesterday
Change InputMotionData to reflect new API
Yesterday
Remove my #ifdef V_COMPILER_MSVC usage
Yesterday
SCSS: Don't apply animation styles before/after if fill mode is none sbox-issues/issues/5273
Yesterday
Make Controller internal + sealed
Yesterday
Move GameController ctor to implementation Remove FindControllers, does nothing, was a test for me Native cleanup, add safety, fixed controller disconnect crashing game
Yesterday
Forgot to get rid of this method 🤦
Yesterday
Remove controller binding panel (not used)
Yesterday
This should be engine internal, expose with EditorUtility Remove debug line
Yesterday
Regenerate project solution when compiler settings are changed - fixes Facepunch/sbox-issues#4801 Update spirv-reflect Fix spirv-reflect bug with output_vertices being stomped Validate geometry shaders [maxvertexcount] to not exceed limits - fixes Facepunch/sbox-issues#4738
2 Days Ago
ModelBuilder.WithLodDistance specifies the lod level the distance is for
2 Days Ago
Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings
2 Days Ago
Add PhysicsShape.Sphere and PhysicsShape.Capsule to get properties for these shape types
2 Days Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c# Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler GGX filtering Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples Assert isn't valid anymore in ComputeImageViews since we can pass a cube array Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV Remove unsued, clean up Dynamic cubemap component settings Remove the old BuildCubeMaps Add WidgetUtil.CreateSwapChain NativeRenderingWidget renders in regular render path Fix RenderDeviceInfo_t wrong size Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers) CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 ) Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering Use high quality GGX filtering if baking cubemap as OnEnabled Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray Don't fetch render attributes from context, that's composited over, fixes a crash Assert when UAV Index is invalid
2 Days Ago
Mesh Editor: Add button to select all faces
2 Days Ago
Add PhysicsShape.Triangulate