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21,407 Commits over 1,552 Days - 0.57cph!

Today
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Today
Don't USE_VCRT in materialsystem2 Add Shader.GetPropertiesJson() Add TypeLibrary.CreateProperty, Obsolete SerializedProperty.Create TypeLibrary.CreateProperty takes attributes - allowing further customization GameObjectInspector prefab property uses TypeLibrary.CreateProperty List variables in MaterialInspector
Today
Add Shader.Combos Add Material.Shader Create MaterialInspector.cs Remove unused Add combo index Bit more material access
Today
Don't load shader compiler dll on dedicated server
Today
Don't add resourcecompiler app system on dedicated server
Today
Hook up SoundHandle.ElapsedTime
Today
Show all enum flags in control widget, opt out with Hide attribute instead (We want the option to show All = Apple | Banana unless specified not to)
Today
Make sure to destroy scene on widget destroy
Today
Use SceneRenderingWidget for sound editor Use SceneRenderingWidget for viseme editor
Today
Use SceneRenderingWidget for texture editor
Today
Shift click compile notice to open all files with errors
Yesterday
Fix typo in "Copy World Transform" - it was copying local transform JsonIgnore bullshit in Transform
Yesterday
Fix whitespace being added as an asset type tag in search widget
Yesterday
Wait until shadergraph preview asset is compiled and up to date before reloading shader
Yesterday
Lets make this shader compile code less pointer'y Fix shader compile progress always being 0% Rebuild shaders Remove unused shader code
Yesterday
Use VideoWidget for video widget test, delete VideoNativeWidget
2 Days Ago
Init AssetPickParameters_t defaults
2 Days Ago
Fix gizmo tests not initializing camera
2 Days Ago
GizmoSceneTest uses SceneRenderingWidget
2 Days Ago
SceneRenderingWidget manages its own gizmo instance
3 Days Ago
Disable gizmo push until I figure out what's wrong with it
3 Days Ago
Make sure things using scene rendering widgets calls Scene.EditorTick
3 Days Ago
Push gizmo scope in Scene.Push - Allows for gizmo rendering in SceneRenderingWidget.PreFrame Don't call Scene.PreRender in SceneRenderingWidget, it's the job of Scene.EditorTick to call this so we ran the risk of this being called twice
3 Days Ago
Render to widget example in widget gallery uses SceneRenderingWidget
3 Days Ago
Generated csproj LangVersion 11 -> 13
3 Days Ago
Hide code compile notice when NotificationPopups is false instead of clearing them, in case notification sounds are enabled (was this by design?)
3 Days Ago
Specify input type to SerializeToNode when serializing game resources - Fixes Type not being serialized in game resources
3 Days Ago
Only have one version of FloatSlider in sandbox.tools, delete the one in property editors
3 Days Ago
Fix behavior when deserializing fields with code defined initializer Partially reverts: 3ce2d74fbd9effd2d280d1a59c9029f4b0a5c387 Added a bunch of tests
3 Days Ago
Use float control widget in curve editor Delete FloatProperty
3 Days Ago
Changing Terrain.MaterialOverride updates mesh if it exists, Facepunch/sbox-issues#7180 Update Terrain buffer when transform changes, resolves Facepunch/sbox-issues#7192
4 Days Ago
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
4 Days Ago
Delete citizen_2023-03-06.fbx
4 Days Ago
Fix save/save as not working as expected with prefabs, default to location/filename of existing source if one exists Tweak editor File menu, make actions more context aware/prevent in dodgy circumstances Improve readability of File > Open Recents menu, show correct icons for type
4 Days Ago
VRAD3 (& it's resourcecompiler) explicitly uses rendersystem, our tools can omit it but we need to read back textures from the GPU for map compilation
4 Days Ago
Strip expressions from CVfxShaderAttribute
4 Days Ago
Fix crash due to yoga measure function exceptions Print if compile failed More shader code cleanup V_atoi64 return 0 if string passed in is null (fixes antlr crash on syntax error) Revert "Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon" This reverts commit 5e0b9b50644194ea43e8ae7c9c3bafb4292de7d0. Revert "Reenable rendersystem for console apps for map compilation" This reverts commit 612f6a9f5352f83d87d2540572f83d64c7fa4e5f.
4 Days Ago
Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon
4 Days Ago
Reenable rendersystem for console apps for map compilation Invert logic of bSupportsLightmapping, make explicit flag of "NoLightmapping", doesn't feel right to apply that flag in every shader when it all should just support it
4 Days Ago
Simplify AudioDistanceFloatControlWidget and don't rely on FloatSliderProperty for it Delete FloatSliderProperty
4 Days Ago
Allow slider paint override on FloatControlWidget with function override or action Use FloatControlWidget for color picker HSV sliders
4 Days Ago
Fix indirect IBL fog not working https://files.facepunch.com/sampavlovic/1b1911b1/jVWTMafLaa.png
4 Days Ago
Do view vector TAA jitter for fog on native instead off shader, proper way to handle this specially on thin surfaces https://files.facepunch.com/sampavlovic/1b1911b1/B2DSaqPTHe.jpg
4 Days Ago
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else DynamicLight refactor Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once https://i.imgur.com/jqko5ON.mp4 Fuck of with light.environment, light.dynamic and light.static are just in Light.hlsl instead of own internal files Move shadow functions to Shadow.hlsl, much like BRDF.hlsl, will make it easy for us to upgrade, move LightMap definitions to Light.hlsl Vr_lighting never directly referenced from any of our hlsls now, tonemaps in lighting.fxc never used and even if used shouldn't be there Untangle this stuff Use ProbeLight::UsesProbes() and LightmappedLight::UsesLightmaps() to see if drawcall is using these instead of insane combo ifdefs directly, makes it easy to remove a combo too
4 Days Ago
Remove lightmapping combos from sbox_pixel (should fuck that file off entirely), move to shadingmodel.hlsl, keep D_BAKED_LIGHTING_FROM_LIGHTMAP for vertex.hlsl, SupportsLightmapping attribute seems unused
4 Days Ago
Asset browser: Combine file and asset context menus, make non-asset context menus not useless Show code editor title for 'Open in X' code file context menu Rename/duplicate uses full file names (including extensions) for non-assets because that's handy Fix typo
4 Days Ago
Revert "Lightmapping combos go on shadingmodel, Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, material should be only a contract to shadingmodels" Fucked, need to get rid of this stupid SupportsLightmapping attribute and just do it directly
4 Days Ago
Safer interop, threaded string handling
4 Days Ago
Fix AssetPicker NRE
4 Days Ago
Rewrite AmbientLight into a class, stub Handle AmbientLightKind::LightMapProbeVolume and AmbientLightKind::EnvMap Move BRDF stuff to BRDF.hlsl, organizes it and makes it easier to move to CS2's one with multiscatter Adjustments for AmbientLight, disable subsurface scattering for this class for now ToolsVis ambient occlusion doesn't take AmbientLight Lightmapping combos go on shadingmodel, Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, material should be only a contract to shadingmodels