reposboxcancel

21,001 Commits over 1,552 Days - 0.56cph!

1 Hour Ago
Initialize SSR to null on 3d skybox
2 Hours Ago
Revert "Include ReflectionTextureColor in all the layers", it's unlikely we can manage to do SSR with roughness fast on translucents, and this causes the issue that SSR reflections from opaques will be drawn over smoke or translucents This reverts commit 8cce50baf03cd7f93e7c89c75dde46319412aff9.
3 Hours Ago
Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it
5 Hours Ago
Fix CameraEditorTool LookAt Now keeps scene focus after look at button is clicked also keeps the camera component selected after the look at target has been picked.
5 Hours Ago
Avoid div by zero in Gizmo.Draw.LineCylinder
Today
Add plane_large.vmdl for large subdivided plane
Today
Initial navmesh link editor https://files.facepunch.com/lolleko/1b0411b1/sbox-dev_tfs96azAGk.mp4
Today
Tweak wording on External Changes dialog to make it more clear what the options are Only ever show one External Changes dialog for a scene
Today
Bring back external changes detected dialog, move to interface event Assets added at runtime can be loaded into promises/missing resources again Move prefab instance reload logic out of ResourceLoader Clear selection when reloading SceneEditorSession
Today
Fix overriding SSR with a black texture when it should be initialized with a translucent one
Today
in Material.Lerp, normalize after lerping normals Include ReflectionTextureColor in all the layers @samzanemesis might wanna check this is the right thing to do build shaders
Today
Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure
Yesterday
Move joint OnBreak action to breaking group
Yesterday
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
Yesterday
Add Joint.IsBroken Add Joint.StartBroken Add Joint.Unbreak() to activate the joint after breaking
Yesterday
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits Spring joint impulse checked against break limit seems to be negated?
Yesterday
Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view
Yesterday
Use spheres so we only have to send a single list of vec4s over
Yesterday
Remove unused shit from lightbinner and make everything enums
Yesterday
Fix Gizmo.Control.Position returning true without it being dragged on
Yesterday
Update shaders
Yesterday
Initial
Yesterday
Grey out tool buttons when disabled Fix asset picker when selecting cloud maps
Yesterday
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Reenable MSAA fetching for SSAO compositing, don't use loops Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen GTAO temporal filter uses edge detection to filter out edge ghosting https://i.imgur.com/EzfclG7.mp4
Yesterday
Update rate tests
Yesterday
Trigger exit detection only checks if there's any contacts on triggers, not non triggers
Yesterday
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation) CSceneObject::GetCTransformUnaligned() Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
Yesterday
Revert 7e8268d0ca, it was causing issues when selecting every other GameObject node, I don't understand what it's trying to do 🙊
Yesterday
Refactor non polymesh navmesh data Initial link component Add navmesh links to tile cache
Yesterday
Disable Navmesh Warning "Could not build compact data" for now
Yesterday
Shader rebuild
Yesterday
Editor buttons desaturate when disabled/readonly
Yesterday
Add missing XeGTAO headers
Yesterday
Switch SSAO to use GTAO
Yesterday
Physics tool selects all rigidbodies in hierarchy
Yesterday
Expose MeshComponent.Model
Yesterday
Don't invoke ISceneCollisionEvents for trigger intersections
Yesterday
Update skinned renderers if they have physics bones
Yesterday
Improve handling of empty navmesh tiles Also improve editor auto update when world bounds change.
2 Days Ago
deserialize absolute game object flag, flags are deserialized selectively
2 Days Ago
Joints execute in editor, physics tool can manipulate physics in editor so joints should also work
2 Days Ago
Colliders without rigidbody are static in editor
2 Days Ago
Ao proxies removal (#1678) * Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler * Remove sdf.hlsl (until we meet again 🫡 )
2 Days Ago
Navmesh only run heightfield generator cleanup in task Navmesh generator cleanup is sub 10 microseconds, so not worth it to dispatch a task, since task dispatch overhead would be higher than actual compute.
2 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler Remove sdf.hlsl (until we meet again 🫡 )
2 Days Ago
Hook up Mixer.Solo
2 Days Ago
TextEntry: Prevent brief caret selection of placeholder text, fixes Facepunch/sbox-issues#7087 Tweak TextEntry selection behaviour to match modern browsers
2 Days Ago
Update Facepunch.ActionGraphs * Fix display info of constructor node result output Sort filtered node query by relevance https://files.facepunch.com/ziks/2024-12-02/sbox-dev_02cGbJAziV.png Make it easier to find constructors for Vector3 etc Applies to constructors that were already [ActionGraphNode]s Facepunch/sbox-issues#5624 Make node queries less strict https://files.facepunch.com/ziks/2024-12-02/sbox-dev_jj1QWkPK4U.mp4 Fixes Facepunch/sbox-issues#7024
2 Days Ago
Fix potential infinite loop in navmesh generation Fix navmesh geometry collection physicsworld NRE
2 Days Ago
Hook up Mixer.Mute