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17,315 Commits over 1,338 Days - 0.54cph!

6 Months Ago
Change view "Restore to Default" to "Reset Layout"
6 Months Ago
Fix running EmptyAsync every time a log would come through even if it wouldn't display
6 Months Ago
Add GameNetworkSystem.IsHost, IsClient
6 Months Ago
Only actually add attribute members if they'd be used (target function accepts them)
6 Months Ago
Don't delete StatusBarLog unless we're killing the console entirely. Re-use existing Widget where possible. Only run Update if last log was >10ms ago.
6 Months Ago
Use ToolTip instead of StatusTip in a bunch of places
6 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 StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png Kill StatusBarLog after some time, based on LogEvent level Give StackTraceProperty a MinimumWidth so it pops out at a readable size Clear current stack trace entry when clearing the console On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics Progress on supporting showing 'simple' stacks for diagnostics ConsoleEntry refactor, can read simple stack of diagnostic messages now Refactor More cleanup Sort diagnostics by severity / project, so errors are output last on compile Clear status bar on compile, remove test button Delete Error List Move some code back to Engine, raise console dock when clicking status bar log Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again Add setItemEnabled to NativeEngine.QComboBox Add enabled parameter to ComboBox.AddItem Show all code editors, even if they're not installed, but disable the button Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever Experiment moving log counts to status bar Would be good if I actually clamped this value
6 Months Ago
Add delete option to editor window layout manager
6 Months Ago
CodeGen method wrap target function can (optionally) have first parameter be the specific wrapping attribute or an array of Attribute[] which would contain all CodeGen attributes on the method being wrapped
6 Months Ago
Should fix startup errors some people are suffering
6 Months Ago
Fix flags on lightbinner gpu include, oops Refactor tiled rendering builder to be compatible with new lightbinner, make it implicit under lightbinner.hlsl
6 Months Ago
Rename lightconstants.hlsl to lightbinner.hlsl and call the data there BinnedLight/BinnedEnvMap, make baked lights only cast shadows if mixed lights are enabled on them Remove limitations to not have mixed point light shadows, it just works now https://files.facepunch.com/sam/1b1911b1/SNSMgfgkxR.png
6 Months Ago
Cleanup, remove a bunch of unused or deprecated shit, cleaned up a lot of variable in lightbinner structured buffer that ends up not being needed, document things a bit better
6 Months Ago
Add a bunch of null checking in SetActiveGame to diagnose sbox/issues/1352
6 Months Ago
Added ability to save editor layouts and restore them (sbox/issues/1349) https://files.facepunch.com/tony/1b1911b1/parsecd_KuRA9SaPEO.mp4 Fixed duplicate "New Asset Browser" after hotloading tools
6 Months Ago
Add EditorUtility.Network Package updates Manually disconnect each connection on server disconnect
6 Months Ago
More Pod types in BytePack Separate BytePack tests BytePack supports List<t> Support lists/arrays of strings
6 Months Ago
Fixed previous commit test breaking for supporting internal/protected/private where possible in method validation for wrap method/properties...
6 Months Ago
Revert "New way to validate method availability for method wrap/property wrap - this picks up internal / private / protected methods and checks containing type against that type to determine accessibility. tl;dr lets you in most cases use private / protected / internal methods as the target function for wrap without it complaining" This reverts commit f9b98cc34ac1d92efbaa43baf51f559720a7ca24.
6 Months Ago
Fix EditorWindow disabled Resample startup image so it's not all pixelly on high dpi monitors
6 Months Ago
Clean editor startup Splash screen is a real window, restores its position Welcome Screen remembers its position
6 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 Ambient light, new strategy for shadow frusta 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 Test of multiple frusta support for shadow maps on shader 🥳 Support for cascaded shadow maps on new unified multi-frusta system, needs to backport old code Backport directional CSM code to unified BuildShadowFrustraForDirectionalLight in lightdesc 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 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 We dont need start indexes for lights anymore, just remap the index for fog and baked, fixup envmap count to shader Remove refs to CalculatePositionToCameraDirWsMultiview function call in new lightbinner shader code
6 Months Ago
Change screenshot filename format Make this warning a trace
6 Months Ago
New way to validate method availability for method wrap/property wrap - this picks up internal / private / protected methods and checks containing type against that type to determine accessibility. tl;dr lets you in most cases use private / protected / internal methods as the target function for wrap without it complaining
6 Months Ago
ActionGraphResource, update Facepunch.ActionGraphs Placeholder NodeUI.OnDoubleClick()
6 Months Ago
Throw if chunkStream is null
6 Months Ago
Don't try to use SteamNetworkingUtils in unit tests
6 Months Ago
Dispose GameNetworkSystem on shutdown Only create NamedSocket if in editor Loading screen, smoothing connection process Loading screen cancel button, force show cursor when loading screen is active
6 Months Ago
Citizen/animgraph: further improved the lean layer, especially when holding a weapon Head look adjustments forthcoming still. https://files.facepunch.com/maxlebled/1b1711b1/2023-11-17%2017-35-37.mp4
6 Months Ago
Use LastBackColorBuffer for VR - should fix spontaneous crash, can't reliably reproduce locally though?
6 Months Ago
ShaderGraph fixes
6 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
6 Months Ago
Material.AmbientOcclusion float3 -> float
6 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.
6 Months Ago
Add basic editing to TreeView entries * BaseItemWidget added OnBeginEdit virtual method * Implement editing to TreeNode & TreeView
6 Months Ago
Only begin editing if there's a selection
6 Months Ago
Shift things around a bit
6 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
6 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
6 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
6 Months Ago
Support params object[] when validating method for CodeGenerator.WrapMethod
6 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
6 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
6 Months Ago
Add test for CodeGeneraror wrap method with no arg. Fix wrap method with no arg causing syntax error in generated code.
6 Months Ago
Arguments has to be a byte array
6 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.
6 Months Ago
Network message cleanup
6 Months Ago
Remove left over resourcesystem references Remove SceneSystemQtApp so they never get used
6 Months Ago
BeginEdit respects CanEdit
6 Months Ago
Basic name editing for TreeNode