reposboxcancel

17,148 Commits over 1,308 Days - 0.55cph!

6 Months Ago
Hair-net White variation
6 Months Ago
Chef outfit LODs
6 Months Ago
Fill out SceneParticles
6 Months Ago
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
6 Months Ago
Plumb in a fix for EntityPrefabEditor entity selection
6 Months Ago
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
6 Months Ago
See if we can convince it to compile editor addons during test
6 Months Ago
Write s&box.sln in unit test proper
6 Months Ago
artifact game log files when running test
6 Months Ago
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
6 Months Ago
HullCreateCylinder
6 Months Ago
Create BVH and copy it to RnMesh_t (for tools)
6 Months Ago
BVH resource pointers point to rubikon data Swap these bits around in bvh node because that's the order rubikon has it
6 Months Ago
Fix bloom being enabled by default
6 Months Ago
Clean release build at 1am every day
6 Months Ago
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
6 Months Ago
Use aligned vertices for RnMesh_t, convert post load if they're unaligned
6 Months Ago
Add materials back to BVH
6 Months Ago
Native Vulkan submit, remove unused
6 Months Ago
Save RnHull_t on shape so tools can grab it later
6 Months Ago
Create RnHull from library hull, just copy everything over
6 Months Ago
Revert "Don't add hulls and meshes to aggregate if they fail to build (old data)" This reverts commit 54d7102f39ce1aca8dde5f84c4cb91070f953eb2. Revert "Abstract physics hull" This reverts commit 592ef2bbb12f7cb633735b58c7ff5f594c292715. Revert "Allow BVH to have optional material indices" This reverts commit 6ba259ea8f0271d3f59e7b138a07f691cc918c6f. Revert "Move CPhysicsMesh and CPhysicsHull to their own files" This reverts commit 9c6ca449f38b72260189f2dc093aa4325b96fee6. Revert "Abstract physics mesh, phase out RnMesh_t but keep around for loading old collision data" This reverts commit 883b63ad78c97bd879a9f64e14551ff13bebca5f. Revert "Start trying to phase out RnHull and RnMesh" This reverts commit 71878031f158215d4f40a4f1dc913827824394ba. Revert "Remove bullshit from RnHull and RnMesh to see if still loads and how" This reverts commit 288df9621dd0c6cb6de3e35b958cecc4cb267102. Try pointing hull resource pointers to rubikon data, much easier if works Resource pointer needs to use intptr_t Add a hull deep clone Cherry picked SAT fixes in library
6 Months Ago
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture Hammer uses same shadow atlas as everything else
6 Months Ago
Don't add hulls and meshes to aggregate if they fail to build (old data)
6 Months Ago
Native -> managed VR system, call managed WaitGetPoses inside VrPostPresent Render & submit serially + native submit test Use managed VR system checks in some native code
6 Months Ago
Fixed check for if this is first time assembly is enrolled Call TriggerRegisterEvent before OnHotloadSuccess This makes sure that TypeLibrary knows about the new assembly before things like EntityManager.OnHotloaded() get called.
6 Months Ago
Fixed check for if this is first time assembly is enrolled Call TriggerRegisterEvent before OnHotloadSuccess This makes sure that TypeLibrary knows about the new assembly before things like EntityManager.OnHotloaded() get called.
6 Months Ago
Add PhysicsBody.AddShape() which takes a Hull and transforms it
6 Months Ago
Fix leaked resources when CSwapChainDx11 is resized Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png CSwapChainVulkan also flushes scratch rendertargets on resize
6 Months Ago
New Outfit Piece! - Chef's Skull Cap https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg LODs coming ASAP
6 Months Ago
Add SceneModel.AnimationGraph
6 Months Ago
Don't hit gizmo hitbox if too close FloatControlWidget observes [Range] attributes, creates a slider https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
6 Months Ago
Initial commit
6 Months Ago
Add Gradient type, editor, tests https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
6 Months Ago
Abstract physics hull
6 Months Ago
Add CurveControlWidget Add SceneCamera.Bloom
6 Months Ago
Move CPhysicsMesh and CPhysicsHull to their own files Allow BVH to have optional material indices
6 Months Ago
Abstract physics mesh, phase out RnMesh_t but keep around for loading old collision data
6 Months Ago
Revert "Remove all vmat_c files from repo" This reverts commit 78190dfd8e5471286d0142df92a07cd8d3968e14.
6 Months Ago
Remove all vmat_c files from repo
6 Months Ago
Exclude .mayaSwatches from main repository too
6 Months Ago
[pick] Fix Graphics.GenerateMipMaps downsampling an invalid mip at the end
6 Months Ago
Codegen Attributes (#1299) * Initial tests for static call wrap * Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead * Support CodeGenType.Instance with CodeGenType.WrapCall * Added first version of WrapSet/WrapGet * Unit test stubs * Don't pass value for get accessor.. * Cast to original return type in get accessor when wrapping * Tests build * Let CodeGenType.WrapCall proxies return their own values. They can simple do "return resume();" if they wanna keep intended behavior, so we can also wrap methods that don't just return void * Fixed a bug with static set/get wrap codegen not passing correct method name. Now support also adding [CodeGen] attributes directly to a method or property bypassing an attribute alias, these don't require setting the Instance/Static flags. * Use nameof where possible * Fixed tests for WrapSet/WrapGet * Improve documentation * Improve docs for CodeGenAttribute * More documentation * Fixed logic in WrapSet * Added method validation. Compiler will let you know what methods you're missing when using CodeGen and what types, return types etc they need * Add some extra tests * Only allow CodeGen on custom attributes. Tidy up. CallbackName for CodeGenType.Static is the actual fully qualified name of static method to call * Auto generate backing fields for properties. Pass current value in WrapGet callbacks. Set backing field before calling WrapSet callbacks. Update method validation error prints appropriately * Fixed ValidatePropertyCallback * Can now propertly wrap setters/getters. Setter callback passes Action<T> you can call to run default behavior * Fix error if value statement empty * Update tests * Fix TestWrapSet * Run WrapSet and WrapGet if both are specified. When passing to static callback always pass propertyName or methodName as fully qualified name. * Support type argument for return type and Func param * Nicer error when can't find type to invoke on for passed callback name * CodeGeneratorFlags/CodeGeneratorAttribute renaming * Update tests * WrapPropertySet, WrapPropertyGet, WrapMethod * Fix tests + fix issues with props that only have set; or get; * No need to wrap getValue() body in {} as already have them * Use SemanticModel.LookupSymbols to find and validate methods taking inheritance into account * Remove leftover test code
6 Months Ago
Remove leftover test code
6 Months Ago
Turns out none of this stuff was needed because I'd already coded it
6 Months Ago
Optimized compile for gizmo_line and gizmo_sprite, fixes on Vulkan
6 Months Ago
.gitignore: ignore all compiled content except shaders
6 Months Ago
Uncomment this stuff with updated vulkan headers 32 bit depth buffer doesn't imply reverse depth Pixel center always 0.5f
6 Months Ago
Update OpenVR from 1.16.8 to 1.26.7 (latest)
6 Months Ago
Delete VR project Simplify MaterialSystem2 VR code, don't do any native VR setup Initial basic managed openvr setup - just logs hmd position to console for now Debug all tracked devices Skeletal input data Actions, action sets, action state, analog input data Move native wrapper functions into VRNative class Rename enum values Remove unused input source strings Hook up compositor, settings, device properties & info Move constants Move a bunch of stuff in VRNative, clean up Move VR stuff over to Sandbox.Engine, start deleting old VRGlue - breaks VROverlay for now Only init if -vr specified, ensure active Init overlay, bindings for dashboard visible & drawing controllers Move vr-specific input into Sandbox.Engine Proper way of converting matrices from steamvr -> sbox, push test hmd data to game C# has control over whether vr is enabled Also add `vr_enabled` concmd so that we can test toggling VR at runtime IsLeftHandDominant, Enabled TriggerHapticVibration Document TrackedDevice, remove unused, update skeletal data Move VR class into Sandbox.Engine (forwarded to Sandbox.Game) and respect anchor for tracked transforms Compositor submit bindings, cleanup Submit all the info we need to camera renderer + start rewriting stereo rendering Deleted subviews, crossed/nohmd stereo modes, auto-fidelity, no longer uses multiview instancing Clean up Initial managed VR / stereo rendering logic Remove tracked device debug spew SceneCamera.RenderStereo, allow eye targeting Build & override camera frustum based on params provided by steamvr Clean up unused shit Remove native SetupStereoFrustums Remove unused camerarenderer stage RenderStereo uses correct view flags etc., clean up Render each eye into separate scratch targets and then blit into combined texture until I can figure out why this is broken Initial compositor submit, Vulkan only for now Transition texture to VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL Poll events & get poses correctly Check error inside PollEvents Clear first draw Don't do blit copy for each eye (works as long as `r_aoproxy_enable 00`) https://files.facepunch.com/alexguthrie/1b1311b1/qrenderdoc_wLfY06ol2a.png Submit & impl submit for DX11 Fix VRCompositorError_SharedTexturesNotSupported on dx11 Tidy up submit logic Simplify submit function even more Bind GetLastPoses Wtf I thought I deleted these? Remove unused glue structures Add GetTrackedDevicePoses back, we need it MSAADefaultNonVR -> MSAADefault Bounds fix Merge fixes