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3,975 Commits over 456 Days - 0.36cph!

17 Minutes Ago
Mange all render targets on C# side, use full HDR now
18 Minutes Ago
Fixed crash in about box (GraphicsWidget multiple inheritance fucking us)
5 Hours Ago
Add console commands from Sandbox.Menu dll making menu_reload work again Add missing internals to a couple OpenVR structs Add float.MeterToInch / float.InchToMeter extension methods Make main menu VR overlay properly show when ingame Make the loading screen show in VR, add VROverlay.SortOrder, add RootPanel.IsVR set when a RootPanel is owned by a VROverlay
Today
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap Interopgen OpenVR's IVROverlay to managed engine Add VROverlayPanel - these are panels rendered in local VR space over the world, input is automatically simulated VR.Init() in MenuDll, set VR.Enabled in Init only since it never changes When in VR create a main menu with an VROverlayPanel, make this wide and 4k so it doesn't look ass Basic interop of IVRInput to managed, get action origins & add VROverlay.SetTransformRelative( VRTrackedDevice )
Sam
Today
SDF shape batcher
Today
Add support for drawing capsules in tool render utils. Support drawing of capsule hitboxes in CToolSceneHitBoxes
Sam
Today
Initial commit for sdf reflections
Today
BaseTrigger handles touching entities properly when Enabling/Disabling Fixes sbox-issues/issues/1255
Today
Make texture more explicit
Today
Data Flags Can setData
Sam
Today
Make combos in water a bool rather than byte
Sam
Today
Use generic AddCube function instead of reimplementing it Make debugview internal
Sam
Today
Remove high quality reflections from this branch
Sam
Today
Move ripples to a combo
Today
Whitelist RuntimeHelpers.EnsureSufficientExecutionStack
Sam
Today
delete test_sdfreflections Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic
Today
Data Nodes
Sam
Today
Unroll loop in water.shared Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Sam
Yesterday
Use our shared includes on water vfx Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Sam
Yesterday
Update watersplash_cs.vfx with our shared includes Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Yesterday
Remove debug printing
Yesterday
Use an elipson for CoC edge, make CoC blur togglable
Sam
Yesterday
Remove debug print
Sam
Yesterday
Add water material property, fix some things with reflection and splash Add water properties in construct vmap Shader objects for water
Sam
Yesterday
Change parameters of default water material Disable reflections by default on water
Sam
Yesterday
Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea
Sam
Yesterday
Pass object velocity to splash calculation
Sam
Yesterday
pass sunlight constants on a static sunlight
Sam
Yesterday
Move sbox_water to water, make shaders load without sbox_ prefix
Yesterday
Parent works
Yesterday
ComboBox, LineEdit binds DataMode wip
Yesterday
Further improve CoC edge
Yesterday
Fix drawing with console open
Sam
Yesterday
only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled Pass AoProxyConstantBuffer in scenesystem
Sam
Yesterday
temp way to pass proxy mesh constants to main pipeline, batch them later
Sam
2 Days Ago
Move all sdfreflection code to shared code
2 Days Ago
Switch to HDR target
2 Days Ago
TextEdit, TextCursor binds
2 Days Ago
Fix edge aliasing Full res CoC LUT
2 Days Ago
Use fullres dof buffer
2 Days Ago
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap Add internal managed code bindings for OpenVR interfaces to Sandbox.Engine VROverlay class in managed, do basic render & input for main menu. These transparently handle the differing coordinate systems from Source to OpenVR. Add VROverlayPanel<T> where T : RootPanel, acts like a normal VROverlay but automatically renders UI to it Render VR menu from menu addon using VROverlayPanel, render in 4K so it doesn't look shit Store VROverlays with WeakRef, sort out IDisposable to delete VROverlayPanel.RootPanel VROverlay input system for UI using input data from OpenVR Handle scroll events on vr overlays, turn it into InputData for UI Custom OpenVR interop bindings, grab the OpenVR interfaces from engine Lets us cut out loads of bullshit making things way simpler and neater. Restore viewport after rendering in VROverlayPanel Simulate VR overlay mouse position properly from scale Make engine construct OpenVR texture handles instead since they're graphics API specific Update MouseScale properly on vr panel overlays Update vr overlay panel render texture when panel bounds change Hide vr overlays if vr dashboard is open Document on when you should use an overlay vs a worldpanel Dispose of all vr overlays on game end that may not have been picked up by GC yet Prevent redundant calls to OpenVR in property setters Expose TriggerLaserMouseHapticVibration for VR overlays, add quick test case to pulse when hovering panels tidy up, unfuck namespaces / class names / docs Fix vr overlays crashing from wrong thread by using a device thread callback ( even though we were in a render thread anyway? ) Make VR overlays work in-game, hide them when the main menu overlay is showing Fix interop issues from rebase/squash Decide if VROverlayPanel does input from pointer-events Allow absolute overlay transforms from seated or standing origins Add relative overlay transforms from other overlays (they inherit visibility too) Add Overlay.SetHudTransform( Transform ), set it relative to system.HeadsetView overlay view Start exposing IVRInput to the managed engine, let us interact with actions internally ( shit like /user/hand/right ) Add relative overlays to tracked devices misc mark shit as internal, fixes, tidy up
Sam
2 Days Ago
Adjust tunnel combined light for water on construct and remove old water sceneobject
Sam
2 Days Ago
Merge h2o into h2o staging for integration testing
Sam
2 Days Ago
Fix splashes having incorrect offset when rendering view correctly Iterate on water, fixes a lot of stuff, add most properties to the shader, add lots of combos Disable multiview instancing combo for now, add a lot of shader code to shared code Cleanup managed water code Update pixelinput to support clipplanes Debug visualization for sdf reflections update test water vmat
3 Days Ago
Network Client.IsBot so it works clientside
3 Days Ago
tidy up, unfuck namespaces / class names / docs Fix vr overlays crashing from wrong thread by using a device thread callback ( even though we were in a render thread anyway? ) Make VR overlays work in-game, hide them when the main menu overlay is showing
3 Days Ago
Citizen/animgraph: added flailing while airborne
3 Days Ago
Give DOF more Bokeh
3 Days Ago
These dlls aren't used QtNetwork unused Re-binding QAction to Option to avoid confusion with System.Action Toolbars, tools list
3 Days Ago
Hexagonal blur with controllable bokeh sides