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17,185 Commits over 1,308 Days - 0.55cph!

5 Months Ago
ShaderGraph fixes
5 Months Ago
Lobby socket basics Connecting via lobby works Lobby joining Allow host status to change Functions to query lobby list, connect to one, disconnect Remove JoinOrCreateLobby
5 Months Ago
Material.AmbientOcclusion float3 -> float
5 Months Ago
PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too Material shading API can be used without common PixelInput Internals rewritten to remove reliance on a commonly defined PixelInput instead every function just takes what it needs. The only public methods you may have been using were changed like so: ```diff - float3 TransformNormal( const PixelInput i, float3 vNormalTs ) + float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) - float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs ) + float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) ``` Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... ) stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work with the common PixelInput include. Material::Init() added to initialize a Material with default values Geometric normals are now distinctive from normals in Material too, this is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png And a lot of tool vis modes were fixed too.
5 Months Ago
Add basic editing to TreeView entries * BaseItemWidget added OnBeginEdit virtual method * Implement editing to TreeNode & TreeView
5 Months Ago
Only begin editing if there's a selection
5 Months Ago
Shift things around a bit
5 Months Ago
Citizen/animgraph: rework input-based lean layers The upper body lean component now works much better, and is nicely staggered with the additive pelvis position component. A copy of the system, with different settings, is now applied while crouching, which improves settling back to idle. The upper body bit is still a bit hacky due to the lack of model-space additive support, but this works OK enough for now. The entire system is composited in *before* the "center delta" system, so it can't stomp any non-default idle poses anymore. https://files.facepunch.com/maxlebled/1b1611b1/2023-11-16%2021-41-22.mp4
5 Months Ago
Live Unit Testing changes environmental variables and I don't know how to change it, so we get this mess More BytePack game var types
5 Months Ago
Remove IPD measurement - feels useless here - and clean up Add TrackedDeviceInfo defaults Move performance timing stuff into VRNative.Timings.cs, clean up some more stuff Put some of this data in Performance window too
5 Months Ago
Support params object[] when validating method for CodeGenerator.WrapMethod
5 Months Ago
Initial VR performance stats editor tool Takes data from SteamVR compositor, tries to turn it into something that is more useful for us - not sure how much of this data we need/want, or what else we want right now
5 Months Ago
BytePack ByteStream faster System.Array writing Expose a BytePack to GameNetworkSystem ( temporary until we figure out how to work it ) Merge branch 'master' of sbox
5 Months Ago
Add test for CodeGeneraror wrap method with no arg. Fix wrap method with no arg causing syntax error in generated code.
5 Months Ago
Arguments has to be a byte array
5 Months Ago
🚩 Run the exit code before the main game loop, so it doesn't try to render without a window Flagged because this might cause some unforeseen issues.
5 Months Ago
Network message cleanup
5 Months Ago
Remove left over resourcesystem references Remove SceneSystemQtApp so they never get used
5 Months Ago
BeginEdit respects CanEdit
5 Months Ago
Basic name editing for TreeNode
5 Months Ago
Light fixes Can use Material and shading without PixelInput
5 Months Ago
Guard against re-entrant calls into Qt's processEvents Fix splash screen closing before loading finished
5 Months Ago
Just for sanity, lets assert that we're the critical Qt stuff in the main thread There's really no need for this code to be using Task.Run. Also fixed it running 5 times on startup.
5 Months Ago
Lights don't accept PixelInput - explicitly pass positions / lightmap uvs These should be g_vHighPrecisionLightingOffsetWs instead of g_vCameraPositionWs float4 DoAtmospherics( PixelInput i, float4 vColor, bool bAdditiveBlending = false ) -> float4 DoAtmospherics( float3 vInputColor, float3 vPositionWs, float2 vPositionSs, bool bAdditiveBlending = false ) ShadingModel is never going to be an interface like this TransformNormal, NormalWorldToTangent accept explicit parameters instead of PixelInput PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway Delete DryEraseMarker from common ps code PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too Wrap Material funcs that interact with assumed common PixelInput with COMMON_PS_INPUT_DEFINED
5 Months Ago
Fix UISystem exceptions on startup Stop using Json for network messages Lock messaging down These network messages should be raw and uncomplicated, so lets do that
5 Months Ago
Expose overriding envmap face size, add SceneCubemap.RenderSize
5 Months Ago
Refactor to ZNear and ZFar properties to match Camera
5 Months Ago
Expose controlling cubemap near far planes, add SceneCubemap.NearFarPlanes
5 Months Ago
Force re-render cubemap if m_bRenderDirty
5 Months Ago
Add SceneCubemap.RenderDirty()
6 Months Ago
Fix ByteStream when writing string Add ByteStream.ReadByteStream Cleanup
6 Months Ago
Fix console cursor
6 Months Ago
Add PhysicsShape.Tags
6 Months Ago
Updated Balaclava + LODs for existing assets
6 Months Ago
Render VR separately Rename RenderWithViewport to RenderStereoAndSubmit, clean up SceneCamera stereo rendering code Set VR controller type (Input.VR.Type) Remove some CSS logs I forgot about (sorry)
6 Months Ago
Would be good if I actually clamped this value
6 Months Ago
Experiment moving log counts to status bar
6 Months Ago
Add SceneCamera.EnableDirectLighting, SceneCamera.EnableIndirectLighting Unobsolete SceneCamera.AmbientLightColor - is added to World.AmbientLightColor
6 Months Ago
PhysicsGroupDescription parts expose the of each Surface sub-part
6 Months Ago
Don't call resource changed callback if interop isn't loaded
6 Months Ago
Move resourcesystem into engine Call Sandbox::Resource::OnResourceReloaded when a resource is reloaded Remove old "model reloaded" callback (was called from client/server) Model clears physics, bone and data cache on resource reload (fixes sbox-scenestaging/issues/34)
6 Months Ago
Lights don't accept PixelInput - explicitly pass positions / lightmap uvs
6 Months Ago
Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever
6 Months Ago
Update bounds of bone merged models (fixes sbox-scenestaging/issues/32)
6 Months Ago
Citizen/animgraph: re-added 2X walks to the 2D blendspace, made them use new fast walks where currently applicable, and renamed "Walk_[direction]_2X" to "Walk2X_[direction]" for consistency
6 Months Ago
Add *#local.json to .gitignore so that local keyboard preferences don't get committed
6 Months Ago
Fix menu sometimes wanting mouse when in game in editor (fixes sbox-scenestaging/issues/31)
6 Months Ago
Strip multiview instancing / instancing scalars from engine Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS Update system.fxc
6 Months Ago
Pass envmap data to GPU Fixups for cubemaps on shader, add test for ambient light IBL support https://files.facepunch.com/sam/1b1311b1/ibl.png
6 Months Ago
Shadow filtering and dummy ambient lighting Calculate spot light resolution proportionally based on light cone and do a LOD system for light shadows based on distance, both are meant to be perceptual https://files.facepunch.com/sam/1b1211b1/sbox_rl2LTOMdY4.mp4 CSM Adjustments