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9,375 Commits over 821 Days - 0.48cph!

13 Days Ago
Ensure custom selector properties are reset when new project is selected + fix for QWidget error if Update is called at end of async FetchPackages method but widget is no longer valid
13 Days Ago
Updated the Project Page to use game selectors for Game Support, Parent Game and Target Game instead of having to manually enter semi-colon separated values
13 Days Ago
Get default, min and max values of variable desc Set slider property default and min max values Set checkbox property default
13 Days Ago
Editor window and preview widget Fix material adding duplicate params Get material description, as json Build features description for material Serialize feature descriptions Features list UI https://files.facepunch.com/layla/1b0911b1/sbox_AQUvbCPcCn.mp4 group combo and label (really should make a radio selection widget for this) Remove GetKV3MaterialDescription binding Grab variable descriptions based on feature state Add group to variable description Display variables Decode sort key (todo: do this in C#) Only show variable groups that have at least one enabled variable, don't create widget for disabled variable Add state cookie to variable list expanders Sort variable groups Create property widgets for variables Create correct property widgets for variables Custom tab widget to tab multiple sessions Try to grab feature state from material Move material editing to a session class so we can have multiple sessions going at once Don't add duplicate variable desc to kv3, don't know why these are showing up, probably because I'm not recompiling material on feature change Bind CompileAndReplaceResource and DiscardInMemoryReplacement Discard in memory replacement on session close Create new tab for new sessions Get active session from current tab page Change preview material on session change Allow Material.Create to set feature states Only skip duplicate variable descs that are disabled (no idea why there are duplicates in the first place) Recreate new unsaved materials when features change Don't update material variables through events Switch tab when adding new session Allow sessions to be closed Process in memory compile reload requests after replacing resource Add dummy material in core for material editor to piggy back off of Recompile material when features or textures change Recompile material on session change Include params in replacement resource Don't forget checkboxes Undo passing features to Material.Create, no longer using this for material editor Restore texture property state when rebuilding variable list Do the same for color, float and checkbox properties Build material output so we can save it, check against feature and variable desc for what key values should be output Allow tab pages to be closeable or not Save session to file, register asset Format colors and floats so old material editor can read them Reset session preview on hotload, fixes preview breaking on hotload Switch page after on page close callback so we don't stomp material with replacement discard Only discard replacement if asset isn't being used in another session Include session name in window title Fix non closable pages not switching Add raw output tab Fix NRE adding new session, keep a copy of material output Use text edit for output Hook up menu bar to actions Menu bar shortcuts Open file dialog Create session for opened material Parse material to get feature and variable states Parse color states Add new line after every variable group in output Remove Material.GetFeaturesState, parse material in tool code instead Allow modified material to be saved Do a recompile before saving, resource replacement is getting stomped Dock the preview, might want to have it fullscreen
13 Days Ago
ScenePortal docs Entity bone methods throw on out of bounds input
13 Days Ago
Launcher: when adding local game config, append game ident with #local, fixes not loading into the correct games
Sam
13 Days Ago
Fix Shape Buffer not being generated and being cleared at wrong moment Prototype directional AO, fix reflections not showing up on shaders Send proxy mesh info as proper capsules rather than ellipsoids (which has always been silly), unify debug overlay code for them implement capsules in shader, encode directionality https://i.imgur.com/RMaTU6Q.png Implement capsule shape on reflections too https://i.imgur.com/ZEf0dxa.png Unify all aoproxy code so it's not a mess all around, makes it easier to add new shape types, add stubs for cylinder aoproxies Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png Dot product with geometric normals to avoid double occlusion on AO, fixes most artifacts Remove edge artifacting with ambient shadows https://i.imgur.com/GV8SXq3.png Misc tweaks and fixes, set default AO distance to 40, better self occlusion filter Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo Disable aoproxy caching on models with animgraphs update shader objects Cleanup, better do vignietting Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one Fix aoproxy shapes of most standard props Add support for high quality reflections in Complex shader Add high quality reflection option to complex Cleanup directional AO, have softer vigniette Some more prop aoproxy adjustments Fix flickering on directional AO probes Readd AOProxy instancing, batch AOProxies by LPV Increase precision of SDF tracing
Sam
13 Days Ago
Cleanup directional AO, have softer vigniette Some more prop aoproxy adjustments Fix flickering on directional AO probes Readd AOProxy instancing, batch AOProxies by LPV Increase precision of SDF tracing
14 Days Ago
Added PhysicsBody.SurfaceMaterial, deprecated SetSurface/GetDominantSurface Obsolete Entity.IsFollowingEntity & FollowedEntity Documentation & cleanups
14 Days Ago
Don't render game ui in VR, it showing was a regression from render hooks. We can revisit this if we end up doing a separate desktop view for VR games
14 Days Ago
Clear background image if setting to a missing/invalid image Add Package.FindAsync (new api) replaces Package.Query Only compile runtime local addons if they need compiling Load runtime addon resources on activate (so sounds work etc) Add active property to button
14 Days Ago
Add Client.IsFriend Fix compiler not finding runtime game dll when compiling runtime addon Can get TypeDescription by fullname (namespace.typename) Runtime addons can define their primary class Fixed codegen removing all namespaces in generated files This is primarily for property initializers Properly fix codegen removing all namespaces Load System.Security.Cryptography.Algorithms.dll, System.Security.Cryptography.Primitives.dll - and whitelist System.Security.Cryptography System.Net.WebSockets for tool addons Greatly increase depth precision for world, fix decals in VR, don't do viewmodel offsetting at all on VR Fix Undefined Behaviour In Tiled Rendering vr: make debugoverlay work on right-eye again, don't constantly change render target to swapchain vr: debugoverlay behaves properly for multiview instancing now too Outfit Reskins Variations + LODs Update shaders with adjustments for tiled rendering projected decal shader: adjust the instance id under multiview instancing so it actually appears in the right eye - decal space position still seems off though Release shader for projected decals Get rid of anaglyph and parallel stereo rendering modes r_stereo_multiview_instancing: default 1, same as VR Add Debug menu options for stereo rendering to the editor ( easy way to see if your game renders properly in VR ) Local packages untangled from remote packages Local packages now end in #local and are completely separate from remote packages. This means you don't have to disable your game project to test the published version. It also means your launch configs are now broken. To fix just go in the config for each one and set them back up. I've updated the Game list page to razor so we could have the local game tab. Don't bother with multiview instancing unless we explicitely want it, previous behaviour was to always ignore it even when we wanted it, fixes decals and other stuff in VR Fix r_stereo_multiview_instancing affecting non stereo rendering projected decals: small compile fix for shader Clothing Texture Variations + Makeup Merge branch 'master' of sbox release shaders for projected decals - should fully behave in VR now Update sentry-native 0.5.2, add Crashpad WER handler which bypasses SEH to handle __fastfail and stack buffer overrun crashes vr: particle renderer don't initialize 4x vbos for instancing, only need 2x vr: fix cables renderer adjusting the transform id the wrong way, cables will render in right eye again Launcher: first draft for selecting addons for game configurations https://files.facepunch.com/devultj/1b1611b1/sbox_pbcF7SRE4R.mp4 Less debug spam Switch to new find/get api endpoints Don't use localhost api - I knew I was gonna do this eventually Unfuck VR culling frustum which was causing scene objects to get rejected thinking they were only visible on 0.1% of the screen vr: don't transform hand's angular velocity to anchored pose, it's not something you want or expect to be affected by it Fix Panel.OnParametersSet getting called twice Hammer: Try to guess static overlay projection distance from scaling more crash fix for when m_pInterpolatedBoneTransformWeights is nullptr, missed checking the src vr: controller poses scale properly with VR.Scale now, so your hands are where you expect them Add GetName & Count to MorphCollection Extra info for ModelEntity.SetMaterialOverride overlaods Fix incorrect blending on spritecard, makes render scene test pass Fix tags not going to the datatable on client only entities, stopping collisions and traces working properly adjusted bird_spikes size to be grid size+ LOD tweak tweaked bird_spikes LOD2 tweak ad board to have the glass on the grid and reduce z-fight on LODs Sprite card compiled shader with fixes https://i.imgur.com/B1O3Eqc.png Revert "Sprite card compiled shader with fixes" This reverts commit ed5cfdcc2bd94d525dc48e55373bad7f0889747f. Fix typo on spritecard We only need to rebuild the panel's box if yoga or our parent position changed Add checker for HasNewLayout Don't try to cache null packages Fix transitions causing recursive selector checks Speed up HasClasses Refactor Panel system so PreLayout only recurses when it really really needs to Only call FinalLayout if we need to https://files.facepunch.com/garry/8df37b66-e43c-4c46-9123-022f6888b7e7.png Fix backwards compatibility Fix exception with "say" on dedicated servers vr: controllers linear velocity affected by VR.Scale too RenderHook works in VR as you'd expect without needing to do anything, passing the multiview instancing combo as expected ( doesn't fuck up through monitors either too ) Viewmodels can multiview instance, not really useful but less annoying in debug Merge branch 'master' into custom-client-input
14 Days Ago
RenderHook works in VR as you'd expect without needing to do anything, passing the multiview instancing combo as expected ( doesn't fuck up through monitors either too ) Viewmodels can multiview instance, not really useful but less annoying in debug
14 Days Ago
vr: controllers linear velocity affected by VR.Scale too
14 Days Ago
Fix exception with "say" on dedicated servers
14 Days Ago
We only need to rebuild the panel's box if yoga or our parent position changed Add checker for HasNewLayout Don't try to cache null packages Fix transitions causing recursive selector checks Speed up HasClasses Refactor Panel system so PreLayout only recurses when it really really needs to Only call FinalLayout if we need to https://files.facepunch.com/garry/8df37b66-e43c-4c46-9123-022f6888b7e7.png Fix backwards compatibility
Sam
14 Days Ago
Revert "Sprite card compiled shader with fixes" This reverts commit ed5cfdcc2bd94d525dc48e55373bad7f0889747f. Fix typo on spritecard
Sam
14 Days Ago
Fix aoproxy shapes of most standard props Add support for high quality reflections in Complex shader Add high quality reflection option to complex
Sam
14 Days Ago
Sprite card compiled shader with fixes https://i.imgur.com/B1O3Eqc.png
14 Days Ago
tweak ad board to have the glass on the grid and reduce z-fight on LODs
14 Days Ago
tweaked bird_spikes LOD2
14 Days Ago
adjusted bird_spikes size to be grid size+ LOD tweak
14 Days Ago
Dock the preview, might want to have it fullscreen
14 Days Ago
Allow modified material to be saved Do a recompile before saving, resource replacement is getting stomped
14 Days Ago
Remove Material.GetFeaturesState, parse material in tool code instead
14 Days Ago
Create session for opened material Parse material to get feature and variable states Parse color states Add new line after every variable group in output
14 Days Ago
Hook up menu bar to actions Menu bar shortcuts Open file dialog
14 Days Ago
Use text edit for output
14 Days Ago
Fix NRE adding new session, keep a copy of material output
14 Days Ago
Include session name in window title Fix non closable pages not switching Add raw output tab
14 Days Ago
Only discard replacement if asset isn't being used in another session
14 Days Ago
Build material output so we can save it, check against feature and variable desc for what key values should be output Allow tab pages to be closeable or not Save session to file, register asset Format colors and floats so old material editor can read them Reset session preview on hotload, fixes preview breaking on hotload Switch page after on page close callback so we don't stomp material with replacement discard
14 Days Ago
Fix tags not going to the datatable on client only entities, stopping collisions and traces working properly
Sam
14 Days Ago
Fix incorrect blending on spritecard, makes render scene test pass
14 Days Ago
Add GetName & Count to MorphCollection Extra info for ModelEntity.SetMaterialOverride overlaods
14 Days Ago
vr: controller poses scale properly with VR.Scale now, so your hands are where you expect them
14 Days Ago
more crash fix for when m_pInterpolatedBoneTransformWeights is nullptr, missed checking the src
15 Days Ago
Hammer: Try to guess static overlay projection distance from scaling
15 Days Ago
Fix Panel.OnParametersSet getting called twice
15 Days Ago
vr: don't transform hand's angular velocity to anchored pose, it's not something you want or expect to be affected by it
15 Days Ago
Unfuck VR culling frustum which was causing scene objects to get rejected thinking they were only visible on 0.1% of the screen
15 Days Ago
Don't use localhost api - I knew I was gonna do this eventually
15 Days Ago
Switch to new find/get api endpoints
Sam
15 Days Ago
Cleanup, better do vignietting Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one
Sam
15 Days Ago
Disable aoproxy caching on models with animgraphs update shader objects
15 Days Ago
Less debug spam
15 Days Ago
Launcher: first draft for selecting addons for game configurations https://files.facepunch.com/devultj/1b1611b1/sbox_pbcF7SRE4R.mp4
15 Days Ago
vr: particle renderer don't initialize 4x vbos for instancing, only need 2x vr: fix cables renderer adjusting the transform id the wrong way, cables will render in right eye again
15 Days Ago
Undo passing features to Material.Create, no longer using this for material editor Restore texture property state when rebuilding variable list Do the same for color, float and checkbox properties
15 Days Ago
Update sentry-native 0.5.2, add Crashpad WER handler which bypasses SEH to handle __fastfail and stack buffer overrun crashes