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17,227 Commits over 1,338 Days - 0.54cph!

1 Year Ago
Fix capsule shapes
1 Year Ago
Added Color[32].FromRgb[a] Color[32] property consistency cleanup Added some Color[32] tests
1 Year Ago
Initial work for tiled light sorter Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms Evaluate cubemaps and lights on compute shader Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae. Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨 Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job Pass radius of light to shader so we dont need a sqrt operation on culling Sample shader to visualize tiled rendering Revert "Pass radius of light to shader so we dont need a sqrt operation on culling" This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525. Fix driver crash on Nvidia Fix 'LightSim_MaterialTint has inconsistent value' warning Put tiled code on vr_lighting Much simplify sphere and box intersection tests, add bounding area for nearby tiles Tiled rendering for valve standard shading tiled rendering for envmaps on valve standard shading Correct box hit algorithm for tiled light builder Fix shadow rescaler Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps Fix shader compilation Fix spritecard compilation Initial work for VR Instancing for tiled light rendering Fix glows in Vr while we're at it, still pending rewrite Preliminary support for VR in tiled light builder, include objects Remove magic number and reproject view for tiled light builder Treat warnings as errors on shader compilation on internal builds Make tile resolution proportional https://i.imgur.com/2knXfUw.png Fix light typo on vr_lighting Fix warnings on standard shading model Iterate on tiled light builder Fix data races on tiled light builder Fix warnings from core shaders Use 48 wide pixels for each tile Fix Z-Fighting when cubemap bounds is the same as the geometry Update tiled light builder shader objects Fix warnings on blendable and commit shader objects Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute Add r_tiled_rendering convar Update shader objects GPU driven Depth Culling for tiled rendering Use half tile offset for tile coordinates Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum Add BindingFlags.NonPublic to SetPropertyObject Depth prepass culling for envmaps too, cleanup fix envmaps being fucked up Return max depth for tile, update object files Add r_tiled_rendering_depth_cull Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦 Tiled Rendering Support Reduce queryable size of sphere, optimizes tile volume skip backfacing queries on tiled light builder Cleanup, dont pass depth on non depth prepass Transform camera ray, fix typos when doing box intersection, oops You should be seeing the good perf gains from tiled now fix last cubemap not being sorted Initial boilerplate Merge branch 'hackweek-android-quest2' of sbox into hackweek-android-quest2
1 Year Ago
Reduce queryable size of sphere, optimizes tile volume skip backfacing queries on tiled light builder Cleanup, dont pass depth on non depth prepass Transform camera ray, fix typos when doing box intersection, oops You should be seeing the good perf gains from tiled now
1 Year Ago
Add command line switch to change physics module
1 Year Ago
Disable collision for kinematics for now, many intersecting kinematics (server side bodies on client) seem to be completely fucking up the simulation, causing everything to fall through world https://files.facepunch.com/layla/1b0711b1/sbox_0061_Trim.mp4
1 Year Ago
Initial work for tiled light sorter Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms Evaluate cubemaps and lights on compute shader Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae. Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨 Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job Pass radius of light to shader so we dont need a sqrt operation on culling Sample shader to visualize tiled rendering Revert "Pass radius of light to shader so we dont need a sqrt operation on culling" This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525. Fix driver crash on Nvidia Fix 'LightSim_MaterialTint has inconsistent value' warning Put tiled code on vr_lighting Much simplify sphere and box intersection tests, add bounding area for nearby tiles Tiled rendering for valve standard shading tiled rendering for envmaps on valve standard shading Correct box hit algorithm for tiled light builder Fix shadow rescaler Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps Fix shader compilation Fix spritecard compilation Initial work for VR Instancing for tiled light rendering Fix glows in Vr while we're at it, still pending rewrite Preliminary support for VR in tiled light builder, include objects Remove magic number and reproject view for tiled light builder Treat warnings as errors on shader compilation on internal builds Make tile resolution proportional https://i.imgur.com/2knXfUw.png Fix light typo on vr_lighting Fix warnings on standard shading model Iterate on tiled light builder Fix data races on tiled light builder Fix warnings from core shaders Use 48 wide pixels for each tile Fix Z-Fighting when cubemap bounds is the same as the geometry Update tiled light builder shader objects Fix warnings on blendable and commit shader objects Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute Add r_tiled_rendering convar Update shader objects GPU driven Depth Culling for tiled rendering Use half tile offset for tile coordinates Depth prepass culling for envmaps too, cleanup fix envmaps being fucked up Return max depth for tile, update object files Add r_tiled_rendering_depth_cull Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦 Tiled Rendering Support
1 Year Ago
Add r_tiled_rendering_depth_cull
1 Year Ago
Return max depth for tile, update object files
1 Year Ago
Use half tile offset for tile coordinates Depth prepass culling for envmaps too, cleanup fix envmaps being fucked up
1 Year Ago
matrix conversion
1 Year Ago
Init debug renderer so we have all the geometry batches for primitives
1 Year Ago
Add remote asset.party location to asset browser, fill it with model query Add drag data to Package in AssetList: e.g package://matt.box Add managed handler for Hammer map view drag drop events ManifestMount from Sandbox.Game -> Sandbox.Engine Bare bones dragging asset.party models into Hammer https://files.facepunch.com/matt/1b0611b1/sbox_5qCyTB85LC.mp4
1 Year Ago
batch debug drawing properly
1 Year Ago
make a start on debug rendering so i can see what the fuck is going on
1 Year Ago
Remove wokeup and asleep lists from world step results, shouldn't have to need these
1 Year Ago
Remove HintSimRateChange
1 Year Ago
Remove SetBuoyancyRatio
1 Year Ago
Remove GetSphereRadius and SetSphereRadius
1 Year Ago
Same for drag and damping
1 Year Ago
Impl a few velocity related functions in physics aggregate
1 Year Ago
Create physics shapes for each jolt subshape
1 Year Ago
Override mass if provided, set inertia scale if provided
1 Year Ago
Use a rotated translated shape for single spheres and capsules so they can be offset
1 Year Ago
Rotate capsule using the two center points
1 Year Ago
Aggregates build body and shapes with a single BodyCreationSettings - rubikon could create a body and add shapes at will, jolt doesn't work that way :(
1 Year Ago
Make all bodies with compounds for now so we can collide with world
1 Year Ago
Fix typo
1 Year Ago
Added a button to delete a setting
1 Year Ago
Add BindingFlags.NonPublic to SetPropertyObject Merge branch 'master' into lobby-settings
1 Year Ago
Add BindingFlags.NonPublic to SetPropertyObject
1 Year Ago
Add GameSettings dictionary as a property, ensure a blank default and clean up cookie values if the settings have been removed Bind GameSettings in GameLobby.html
1 Year Ago
BaseItemWidget: Ctrl clicking selected items removes them from the selection New Outfit Piece - Army Boots Army Boots w/ LODs, ready to complete the Army outfit! https://files.facepunch.com/daniel/1b0311b1/sbox-dev_G5OxWbFwWC.png Plus a retexture of the tactical gloves for an Army colour variations. Further completing the Army outfit. Add ScenePanel.DisablePostProcessing Remove invalid css Minimum height for folder error box to prevent text getting clipped Citizen/animgraph: fixed NoclipStart state cctv globe - tweak for phys shape Added import scale presets to modeldoc Now we can stop trying to remember those pesky magic numbers https://files.facepunch.com/ognik/1b0511b1/sbox-dev_cO3F1IVFJw.mp4 New Hair! - Scruffy Short Excited to submit this new short scruffy hair. Plus some small adjustments to the army boots' textures. https://files.facepunch.com/daniel/1b0511b1/Photoshop_CX3oUQpQkg.jpg Adjustments to Scruffy Hair, new vertex colour added PathPlatformEntity path changing https://files.facepunch.com/rubat/1b0511b1/sbox-dev_TnVBu7qPxJ.mp4 Fixed an assert in Hammer when length constraint w/ particle is hidden Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum Merge branch 'master' into lobby-settings
1 Year Ago
Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum
1 Year Ago
Improved styling a little for GameSettingsPage
1 Year Ago
Only create all settings if the Game property (package) is set (BaseGamePanel sets it async)
1 Year Ago
Initial boilerplate
1 Year Ago
Alloc phys data Set shape userdata
1 Year Ago
PathPlatformEntity path changing https://files.facepunch.com/rubat/1b0511b1/sbox-dev_TnVBu7qPxJ.mp4 Fixed an assert in Hammer when length constraint w/ particle is hidden
1 Year Ago
SetAngularVelocity, GetAngularVelocity ApplyLinearImpulse, ApplyLinearImpulseAtWorldSpace ApplyAngularImpulse ApplyForce, ApplyForceAt
1 Year Ago
Set motion type of aggregate (on client, networked bodies get set to keyframed) this fixes SetLinearVelocity etc https://files.facepunch.com/layla/1b0511b1/sbox_0036.mp4
1 Year Ago
GPU driven Depth Culling for tiled rendering
1 Year Ago
Adjustments to Scruffy Hair, new vertex colour added
1 Year Ago
New Hair! - Scruffy Short Excited to submit this new short scruffy hair. Plus some small adjustments to the army boots' textures. https://files.facepunch.com/daniel/1b0511b1/Photoshop_CX3oUQpQkg.jpg
1 Year Ago
Added Color[32].FromRgb[a] Color[32] property consistency cleanup Added some Color[32] tests
1 Year Ago
Add collision shapes to body
1 Year Ago
Added import scale presets to modeldoc Now we can stop trying to remember those pesky magic numbers https://files.facepunch.com/ognik/1b0511b1/sbox-dev_cO3F1IVFJw.mp4
1 Year Ago
Move surface property manager and phys data manager to their own file
1 Year Ago
Create a temp box shape so we have something to collide with
1 Year Ago
Just return true in our layer filters for now because we obviously haven't set up layers yet