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12,265 Commits over 1,003 Days - 0.51cph!

7 Minutes Ago
Fix sboxgame/issues/issues/3394
11 Minutes Ago
Get ripples on new water shader
14 Minutes Ago
Log some more info when #1027 occurs
19 Minutes Ago
When uploading a menu whitelist, pull in references of the wildcarded assets and add them to the whitelist too
29 Minutes Ago
Pass in video ext from managed so we can check that for input format
34 Minutes Ago
Failing test for when lambda signatures change Warn on lambda signature change, replace with error-throwing delegate
53 Minutes Ago
Fix access violation
58 Minutes Ago
RedirectFileSystem can resolve full filenames properly Fix Game.Audio not available in menu Fix videoplayer not playing video files (this isn't the correct fix, we should pass in the relative filename and check the extension on that)
1 Hour Ago
Include member and instance path in hotload error reports
2 Hours Ago
Image loader creates textures for multiple frames if they exist. Whitelist gif and webp. Swap out texture handles for the current frame. https://files.facepunch.com/layla/1b0711b1/sbox-dev_rCZwXFIzD1.mp4
3 Hours Ago
UI textures load as they're going to be used, rather than loading everything in the stylesheet
3 Hours Ago
Plug into our shadingmodel Hard code low/med/high cbuffers Add depth prepass, hardcode some more tree cbuffers
3 Hours Ago
Fix border-image not drawing if background unset Support videos as background-image etc Add Texture.LastUsed - the number of frames since last used Texture has a ParentObject (so they can keep things like VideoPlayer from being garbage collected) Add IWeakInteropHandle to interopsystem, so c++ can reference c# objects that can get garbage collected VideoPlayer implement IWeakInteropHandle Add Debug/Full Garbage Collection VideoTextureLoader is weak, will let videos get garbage collected Remove Styles.TextBackgroundImage (not used)
5 Hours Ago
Avoid threading assert in audio thread
5 Hours Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability
5 Hours Ago
VideoPlayer: Fix repeat not working when user doesn't output sound on a video with sound
Today
Add AudioSystem.Play overloads to play from an entity Fix reading json color32 string not working Fix GameLog not printing all aggregate exceptions Fix transition time parsing Fix GetSavedGames typo Fix IPanel.Depth logic
Today
Re-organize the sound classes Sound doesn't need to keep the hash around Sound wraps a SoundHandle
Today
Fix video player not playing from filesystem path
Today
Call it ScrapeEventData like CollisionEventData and move it out of Entity
Today
Use ScrapeEvent incase we need to add/change params later
Today
Add some stuff to entity similar to StartTouch/Touch/EndTouch but for scrapes - revise later
Today
Whitelist mp4 and webm to avoid going any further than we have to
Today
Limit input formats to mp4 and webm
Today
VideoPlayer.Play that takes a url checks if it's actually a url
Today
Morph shapes for the Decorated Beard
Yesterday
Modeldoc: Compile skeleton with ALL bones no matter if they're used in skinning or not
Yesterday
Directly write to Logger during hotloads Include path and member in hotload log messages Allow nested FormattableStrings in log messages So that their args can be inspected too
Yesterday
Fix order of operations when rendering drop shadows
Yesterday
Implement WindSdk code, setup cbuffers manually at 50% speed for now, add uv data
Yesterday
Fix func_voxelsurface to the new way of getting the surface face
Yesterday
ShaderGraph: Fix formatting on generated code
Yesterday
Add blendmodes.hlsl until shadergraph just generates these functions
Yesterday
ShaderGraph: Fix NRE when identing generated code procedural.hlsl isnt in common anymore
Yesterday
ShaderGraph: Only find nodes derived from ShaderNode
Yesterday
ShaderGraph: common/proceedural ->common/procedural
Yesterday
Video player (#1050) VideoPlayer class that decodes mp4 and webm from paths or urls and provides the texture and audio.
Yesterday
Fix issues after rebase
Yesterday
Initial support for playing video Bind resolve shaders and textures directly instead of going through renderable pass, avoids it being used across frame boundaries Initial support for audio playback Get rid of event wait shit for audio, ExecuteOnMainThread handles this Support seeking Fix streaming from url not working Init, shutdown and run frame for video playback in a service so we don't have to do it manually Give video player the managed object so we can call back to it Tell managed when texture has been created, we don't know until first frame has been decoded Bind all the functions of video player Pass video events down to managed Add Duration and CurrentPlaybackTime Documentation Call OnTextureCreated after new texture has been rendered to Add clear to audio stream interface, clear the resample buffer instead of having to recreate the whole stream Add use_doppler sound op to stack, disable it on attached streams (doppler is no good on streams because it pitches) Start allowing video audio stream to attach to sound events to change how audio is played Allow audio stream to be attached to multiple sound events Add SoundStream.Play (returns a sound handle, can be called multiple times), obsolete Sound.CreateStream (this was all ass backwards) Add VideoPlayer.PlayAudio, called when audio is ready, can be called multiple times for multiple sound sources Add public constructor for SoundStream, this is allowed now it doesn't depend on having a Sound Add more properties to video player Turns out sound stream can't have multiple sound sources, at least for now Add qt video widget example https://files.facepunch.com/layla/1b2911b1/sbox_tueAgFGKr8.mp4 Remove ui test that doesn't exist Remove libogg, libvorbis, libpvx, all unused Add ffmpeg to thirdparty video.vpc Force push ffmpeg dlls video app system bullshit Force push ffmpeg libs Test reading a single frame directly with ffmpeg network init on video system init Test video decoding in a threaded job Stop decoding and wait till job has finished when video stops Take off decoding time from sleep time Attempt to decode audio but doesn't sync yet Get rid of video64.dll usage, we're in control now video -> videosystem Free audio output on video stop Try to keep video in sync Break out of audio and video threads when there's no more packets to read Read packets, decode audio and video in separate threads, sync video to external clock Allow videos to repeat or not Adjust frame queue size, using way too much memory Pass video frame data to managed so pixmap can be created when texture isn't ideal to use in Qt New ffmpeg video player Delete old libav binaries Add VideoPlayer IsPaused and TogglePause Add example videoplayers for native rendering and pixmap rendering Use BGRA for video filter if the player wants pixel data Add VideoPlayer.Play that takes a filesystem Create a 1x1 placeholder texture, swap out with first decoded frame so we always have a texture available. Invoke event when video has loaded. Add Width and Height of video. Explain that OnTextureData will provide pixel data instead of rendering to texture
Yesterday
Explain that OnTextureData will provide pixel data instead of rendering to texture
Yesterday
Create a 1x1 placeholder texture, swap out with first decoded frame so we always have a texture available. Invoke event when video has loaded. Add Width and Height of video.
Yesterday
CSS Drop Shadows (#1069) https://files.facepunch.com/alexguthrie/1b0511b1/drop_shadow.png
Yesterday
Combine identical SetBoxShadow and SetTextShadow functions into one Drop shadow property Drop shadow menu UI test Initial rendering support for drop-shadow https://files.facepunch.com/alexguthrie/1b0511b1/devenv_wIlk5l0DF3.mp4 Multiple tests for mask, multiple filter modes, etc. https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_quSj9lxmDS.png Shader cleanup + optimized compile Render each shadow separately, means we can have multiple drop shadows if we want Move drop-shadow stuff into its own shader, makes sense to separate this out now Minor tweaks + optimized compile for ui_filter and ui_dropshadow Clean up layer rendering Remove ExCSS import (???) Recompile ui_filter.shader
Yesterday
Remove ExCSS import (???)
Yesterday
Compile fix (!)
Yesterday
Implement IsMatchingType for generic type definitions Fixed IsMatchingType for required modifier types Don't warn about attempted fast hotload of generic method
Yesterday
Add VideoPlayer.Play that takes a filesystem
Yesterday
New ffmpeg video player Delete old libav binaries Add VideoPlayer IsPaused and TogglePause Add example videoplayers for native rendering and pixmap rendering Use BGRA for video filter if the player wants pixel data
Yesterday
Bind CSosOperatorStack
Yesterday
Clean up layer rendering