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17,069 Commits over 1,308 Days - 0.54cph!

5 Months Ago
Add PhysicsWorld debug drawing methods for scenestaging
5 Months Ago
Can multiply colors together
5 Months Ago
Enum control closes when you select an option
5 Months Ago
Clear current stack trace entry when clearing the console
5 Months Ago
Give StackTraceProperty a MinimumWidth so it pops out at a readable size
5 Months Ago
Kill StatusBarLog after some time, based on LogEvent level
5 Months Ago
Fixed TypeSerializedObject ordering so calls to OnPropertyChanged will have the new value
5 Months Ago
Include sheet_sampling.fxc
5 Months Ago
ResourceLibrary.Resolve assumes GameMenu if none is set. This might break some stuff, if it does we need to context wrap those calls. Fixes this stuff when editing in Scene system, no logical place to wrap.. https://files.facepunch.com/garry/3a7bb7e9-3040-4937-8d02-e7e73f6b4efb.png
5 Months Ago
StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png
5 Months Ago
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png
5 Months Ago
Slight mistake
5 Months Ago
Allow creating empty mesh vertex buffer, cache off layout and type so it can be created on resize later
5 Months Ago
TypeSerializedObject updates its properties when it detects a change Cleanup, NRE fixes Implement GroupName in TypeSerializedObject Add GroupAttribuite, ToggleGroupAttribuite Add ability to add sub-layouts to control sheet
5 Months Ago
Fix FindIntEditInfo returning junk if not set Tag texture sheets and animated sheets, so we can filter them in the asset browser Rebuild a bunch of textures to get the new ints in them Start access to sequence info, ready for someone else who isn't me to finish
5 Months Ago
Fixed sboxgame/issues#4132 There might be a deeper issue at play, but this should at least make it usable
5 Months Ago
Fix shadergraph error when compiling
5 Months Ago
ResourceControlWidget: Add Open In Editor to context menu Gizmo.SceneSettings.CameraZFar default from 10,000 -> 100,000
5 Months Ago
Test of multiple frusta support for shadow maps on shader 🥳
5 Months Ago
Disable r_enable_high_precision_lighting, just ends up overcomplicating code, reevaluate if this actually affects much away from world origin, will make vPositionWithOffsetWs just become vPositionWs in shaders if fully removed Take shadow frustra from BuildShadowFrustaForLight() that matches what's on the shadow map renderer, rather than rebuilding it with twice the code
5 Months Ago
Test reproducing sboxgame/issues#4125 Fixed sboxgame/issues#4125 Bad assertion, local functions won't become static if they reference only 'this'
5 Months Ago
Test reproducing sboxgame/issues#4125
5 Months Ago
Add SceneDynamicObject
5 Months Ago
Pass streamer events to IGameMenuDll
5 Months Ago
Ambient light, new strategy for shadow frusta
5 Months Ago
Re-add streaming mode stuff to menu - same as before (would be better in settings imo, but this works for now)
5 Months Ago
Add Cookie.Remove( key )
5 Months Ago
Fix MainThreadjob getting stuck because we release/delete MainThreadjob holding the CompleteEvent, while shit is waiting.
5 Months Ago
Update Facepunch.ActionGraphs Include .pdb from Facepunch packages in builds Revert "Reverting attempting to send Facepunch.ActionGraphs" This reverts commit 6e264f87f6b172af884e0b420c26c05f1d7b6e0a.
5 Months Ago
Reverting attempting to send Facepunch.ActionGraphs Needs the .pdb next
5 Months Ago
Include docs .xml from any Facepunch.* NuGet package on build Revert "Revert ActionGraphs inclusion, doesn't make a .xml file so it's failing the build" This reverts commit 88a50a2706c5b767a61d841af038fb97677b63c4.
5 Months Ago
PopupWidget: Use real widget position for animation as it could've changed w/ ConstrainToScreen call
5 Months Ago
Always use texture hookup thread pool instead of trying to use the shared thread pool
5 Months Ago
Don't yield jobs when we are one
5 Months Ago
Diagnostic TOOLS_STALL_MONITOR_SCOPE in GetMaterial
5 Months Ago
Add Texture.SequenceData, Texture.SequenceCount Fix render errors if SceneCustomObject turned null due to hotload Fix FolderNode errors when deleting a folder
5 Months Ago
Update trace solver
5 Months Ago
Revert ActionGraphs inclusion, doesn't make a .xml file so it's failing the build
5 Months Ago
Include Facepunch.ActionGraphs.dll when uploading doc assemblies
5 Months Ago
Citizen/animgraph: added experimental Sprint_N animation (doesn't play nice with compositing yet)
5 Months Ago
Tests for delegate recreation
5 Months Ago
Update Facepunch.ActionGraphs
5 Months Ago
Moved tiled rendering buffers to lightbinner, where it should belong Remove members that have long been deprecated, start adding support for structured buffer lights Move all cbuffer stuff to legacy, standard will only have structured buffer path Start implementing structured buffer lights data structure Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now Remove bMixed from LightEntry, it's complete bullshit, let static lights render only dynamic objects when doing shadows Unified shadow casting, map indexed lights so we can fetch them easily and without needing to order sequentially, remove more deprecated stuff Get rid of lightbinner_legacy completely Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader Remove CSunLightManager, used for old pre-hlvr sun rendering, a lot of code that's only used for dynamic sunlight different to everything else in light rendering Remove more unused parameters from lightbinner Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight Lightcookies and point lights Remove multiview constants from lightbinner, these have been getting in my way, and we need to think a better way to handle instanced viewports, I'm leaving it to a bigger cleanup later Start Envmap support on new lightbinner, remove unused environment_map.fxc Start MATERIAL_LIGHT_DIRECTIONAL support for lightbinner, sets up frusta for lights Fix conflicts from merge that added removed stuff Fixup for directional lights, add dummy ambient lighting for fully dynamic scenes, implement flags properly Fix merge ( g_nNumEnvMaps > NumEnvironmentMaps ) Remove interface definition from Vfx ( It's fucked off from HLSL 2020+ ), add array support to members in classes in Vfx Store multiple frusta on same light definition rather than using sequential lights, makes this simpler, point light shadows
5 Months Ago
Fix assembly bytes not updating on fast hotload
5 Months Ago
Let speech recognition API work in GameMenu realm
5 Months Ago
TTS: Expose voice selection to Synthesizer + Synthesizer.InstalledVoices + Synthesizer.TrySetVoice( string name ) + Synthesizer.TrySetVoice( string gender, string age )
6 Months Ago
Should fix dedicated server crash
6 Months Ago
Added ProjectedDecalSceneObject - Removed SceneWorld related methods in DecalSystem that I added previously - Doesn't support receiving lightmap info (yet)
6 Months Ago
Scaffold out CProjectedDecalSceneObject Add ProjectedDecalSceneObject to managed, register handle More work getting new sceneobject to parity with old system (still invisible) Get rid of test code Pass size through to decal update, prep some of the older attributes for baked lighting Move decal attribute stuff into managed Validity check Small cleanup Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type Cleanup, update flags based on material Remove unused file Docs for ProjectedDecalSceneObject Set mesh instance as owned, destroy existing mesh instance on update Expose ProjectedDecalSceneObject to public Validate material Don't need this transform code Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
6 Months Ago
Broad stroke networksystem replacement Adds a network system, with host, connect2, status2 console commands for testing networking in the scene system.