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17,253 Commits over 1,338 Days - 0.54cph!

37 Days Ago
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
37 Days Ago
ModelBuilder.WithLodDistance specifies the lod level the distance is for
37 Days Ago
Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings
37 Days Ago
Add PhysicsShape.Sphere and PhysicsShape.Capsule to get properties for these shape types
37 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
37 Days Ago
Mesh Editor: Add button to select all faces
37 Days Ago
Add PhysicsShape.Triangulate
37 Days Ago
MeshComponent sets scene object tags when they change
37 Days Ago
Input will tick before layout is computed on a newly created panel, so check null. Fixes Facepunch/sbox-issues#5268
37 Days Ago
SCSS: Implement rem and em https://files.facepunch.com/alexguthrie/1b2611b1/sbox-dev_f5t9eFrLSk.png
37 Days Ago
Remove dupe convars_save Api.GetAsync throws if status code not OK
37 Days Ago
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
37 Days Ago
Add IEnumerable<Type>.GetCommonBaseType() CanEdit.CreateEditorFor( Array ) uses the most common base type. Fixes Facepunch/sbox-issues#5233 About to show!
37 Days Ago
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
37 Days Ago
FindRenderStateInfo case insensitive Support pascal case filter enums
37 Days Ago
Fix NRE when running Game.Close in the editor Toggle play when running Game.Close in the editor
37 Days Ago
Set InputState.Ignore if game isn't being played
38 Days Ago
CMaterialSystem2::GetVfxPlatformType default to SPIRV
38 Days Ago
Fresh shaders
38 Days Ago
Remove HLSL/GLSL compatibility funcs Delete unused Gather4Red macros Use normal precise keyword Piss off Dx9Sampler What the fuck is SV_ScreenPosition, delete pre SM 4.0 semantics Unused tessellation macros vr_cubemap_fog include common_samplers Fuck these Front/BackFace macros Useless redefines
38 Days Ago
vfx_vulkan: actually fail if any of this validation fails, add another validation check for binding ids vfx_vulkan: improve error feedback Remove domain/hull shaders (they weren't working, Valve already deleted them, compute better)
38 Days Ago
vfx_vulkan: never disable optimizations, this was fucking spirv-reflect and the compile time difference is minuscule Don't have a different fastMode shader compile, it doesn't do anything now Matching register offset check in AddSamplerStateVariableToCommandBuffer, same as SetSamplerStateValueFromVariable (prevent oob write) Bind some default shader resources to prevent crashes, this stuff shouldn't be hit normally so warn/assert it's likely solved by a shader recompile otherwise yell at me
38 Days Ago
Disable parallel solver
39 Days Ago
Add BodyGroups and MaterialGroups in Prop Component
39 Days Ago
If collision source can't get game object from collider, try to get it from body Add collision events to ModelPhysics
40 Days Ago
Mesh Editor: Add snap to vertex
40 Days Ago
Mesh Editor: Add edit logs to face operations Mesh Editor: Clear selection on tool disable
40 Days Ago
Mesh Editor: Add new faces to selection on DetachFaces
40 Days Ago
Mesh Editor: Add snap edge to edge https://files.facepunch.com/layla/1b2311b1/sbox-dev_47gpBlC2me-00.00.00.000-00.00.21.192.mp4
41 Days Ago
Don't switch to object tool after creating block
41 Days Ago
Block tool saves last material used
41 Days Ago
Add PrimitiveBuilder.Material
41 Days Ago
Mesh tool selection and block tool are inspector widgets like they should have been in the first place
41 Days Ago
Clean up mesh control widget
41 Days Ago
CreateModelFromPolygonMesh add mesh collision automatically
41 Days Ago
Add modeldoc PhysicsMeshFromRender
41 Days Ago
Physics hull from render works on render primitive meshes
41 Days Ago
Add RenderPrimitiveMesh to modeldoc (not created in editor) that can serialize a CModelMesh to allow for inline meshes in vmdl Add SaveToKV3 and LoadFromKV3 to CModelMesh Add EditorUtility.CreateModelFromPolygonMesh Add button to MeshComponent to convert to vmdl
41 Days Ago
Allow alpha on MeshComponent
41 Days Ago
ActionControlWidget: show graph errors in widget https://files.facepunch.com/ziks/1b2211b1/sbox-dev_DUsekC8GAK.png Even nicer stack traces for logs / exceptions in Action Graphs https://files.facepunch.com/ziks/1b2211b1/sbox-dev_pFRBSK1ykL.png
41 Days Ago
Use high quality GGX filtering if baking cubemap as OnEnabled
41 Days Ago
Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering
41 Days Ago
Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 )
41 Days Ago
Whitelist common_samplers.fxc (hate this)
41 Days Ago
PresentYUV420Texture sets its sampler state (this whole func is manual?), fix random crash from using an unbound sampler
41 Days Ago
Revert verifying bound samplers & images until I fix these bad bindings
41 Days Ago
Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization
41 Days Ago
Debug string for CTextureManagerVulkan::GetTextureResource Whitelist some more common exception types Vulkan: Verify bound samplers and images
41 Days Ago
Nicer exception logging / stack trace for Action Graph exceptions Push EditorNodeLibrary in Asset.TryLoadGameResource()
41 Days Ago
Clean up opening editor for a given action graph Implement inspecting action graph elements Make sure ActionGraph GUIDs are unique too Make sure embedded expression graphs have an input node Fixes Facepunch/sbox-issues#5253 Hide input node for expression graphs with no inputs