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17,092 Commits over 1,308 Days - 0.54cph!

24 Days Ago
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
24 Days Ago
Add IEnumerable<Type>.GetCommonBaseType() CanEdit.CreateEditorFor( Array ) uses the most common base type. Fixes Facepunch/sbox-issues#5233 About to show!
25 Days Ago
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
25 Days Ago
FindRenderStateInfo case insensitive Support pascal case filter enums
25 Days Ago
Fix NRE when running Game.Close in the editor Toggle play when running Game.Close in the editor
25 Days Ago
Set InputState.Ignore if game isn't being played
25 Days Ago
CMaterialSystem2::GetVfxPlatformType default to SPIRV
25 Days Ago
Fresh shaders
25 Days Ago
Remove HLSL/GLSL compatibility funcs Delete unused Gather4Red macros Use normal precise keyword Piss off Dx9Sampler What the fuck is SV_ScreenPosition, delete pre SM 4.0 semantics Unused tessellation macros vr_cubemap_fog include common_samplers Fuck these Front/BackFace macros Useless redefines
25 Days Ago
vfx_vulkan: actually fail if any of this validation fails, add another validation check for binding ids vfx_vulkan: improve error feedback Remove domain/hull shaders (they weren't working, Valve already deleted them, compute better)
25 Days Ago
vfx_vulkan: never disable optimizations, this was fucking spirv-reflect and the compile time difference is minuscule Don't have a different fastMode shader compile, it doesn't do anything now Matching register offset check in AddSamplerStateVariableToCommandBuffer, same as SetSamplerStateValueFromVariable (prevent oob write) Bind some default shader resources to prevent crashes, this stuff shouldn't be hit normally so warn/assert it's likely solved by a shader recompile otherwise yell at me
25 Days Ago
Disable parallel solver
26 Days Ago
Add BodyGroups and MaterialGroups in Prop Component
26 Days Ago
If collision source can't get game object from collider, try to get it from body Add collision events to ModelPhysics
27 Days Ago
Mesh Editor: Add snap to vertex
27 Days Ago
Mesh Editor: Add edit logs to face operations Mesh Editor: Clear selection on tool disable
27 Days Ago
Mesh Editor: Add new faces to selection on DetachFaces
27 Days Ago
Mesh Editor: Add snap edge to edge https://files.facepunch.com/layla/1b2311b1/sbox-dev_47gpBlC2me-00.00.00.000-00.00.21.192.mp4
28 Days Ago
Don't switch to object tool after creating block
28 Days Ago
Block tool saves last material used
28 Days Ago
Add PrimitiveBuilder.Material
28 Days Ago
Mesh tool selection and block tool are inspector widgets like they should have been in the first place
28 Days Ago
Clean up mesh control widget
28 Days Ago
CreateModelFromPolygonMesh add mesh collision automatically
28 Days Ago
Add modeldoc PhysicsMeshFromRender
28 Days Ago
Physics hull from render works on render primitive meshes
28 Days Ago
Add RenderPrimitiveMesh to modeldoc (not created in editor) that can serialize a CModelMesh to allow for inline meshes in vmdl Add SaveToKV3 and LoadFromKV3 to CModelMesh Add EditorUtility.CreateModelFromPolygonMesh Add button to MeshComponent to convert to vmdl
28 Days Ago
Allow alpha on MeshComponent
28 Days Ago
ActionControlWidget: show graph errors in widget https://files.facepunch.com/ziks/1b2211b1/sbox-dev_DUsekC8GAK.png Even nicer stack traces for logs / exceptions in Action Graphs https://files.facepunch.com/ziks/1b2211b1/sbox-dev_pFRBSK1ykL.png
28 Days Ago
Use high quality GGX filtering if baking cubemap as OnEnabled
28 Days Ago
Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering
28 Days Ago
Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 )
28 Days Ago
Whitelist common_samplers.fxc (hate this)
28 Days Ago
PresentYUV420Texture sets its sampler state (this whole func is manual?), fix random crash from using an unbound sampler
28 Days Ago
Revert verifying bound samplers & images until I fix these bad bindings
28 Days Ago
Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization
28 Days Ago
Debug string for CTextureManagerVulkan::GetTextureResource Whitelist some more common exception types Vulkan: Verify bound samplers and images
28 Days Ago
Nicer exception logging / stack trace for Action Graph exceptions Push EditorNodeLibrary in Asset.TryLoadGameResource()
29 Days Ago
Clean up opening editor for a given action graph Implement inspecting action graph elements Make sure ActionGraph GUIDs are unique too Make sure embedded expression graphs have an input node Fixes Facepunch/sbox-issues#5253 Hide input node for expression graphs with no inputs
29 Days Ago
CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness
29 Days Ago
Push NodeLibrary scope for ActionGraphResource Facepunch/sbox-issues#5244 Make sure NodeLibrary scope is pushed when deserializing components Facepunch/sbox-issues#5244
29 Days Ago
VFX_MAX_SAMPLERS is 16 (matches VFX_MAX_SAMPLERS_PER_STAGE and RENDERSYSTEM_MAX_SAMPLERS ) - there is no reason a shader should have more samplers than this These sanity checks aren't sane, textures aren't samplerstates. A proper sanity check already exists in CVfxVulkan::CompileSource Use more common samplers for volume fog, vr lighting. Add g_sBilinearClamp & g_sPointClamp common samplers Fix error texture spam by making sure "EnvironmentMap" is always valid Dark mode non editor window Vulkan: Aftermath is opt-in with -aftermath, costly callstack info with -aftermath_full Recompile sprite shader
29 Days Ago
CreateModelFromMeshFile uses modeldoc directly to create the document and save instead of using a vmdl template. This has huge potential now that I know it works.
29 Days Ago
CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling?
29 Days Ago
Be able to disable cubemap normalization without S_TOOLS_VIS on shader
29 Days Ago
Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers)
29 Days Ago
Fix api query
29 Days Ago
Don't check require component while deserializing, wait until post deserialize
29 Days Ago
Debug view for scene ref nodes
29 Days Ago
Warn Nvidia driver 551.23 for known issues Stop compiling rendersystemdx11, remove -dx11 switch Clean up IRenderHardwareConfig no need for all this DX8/360 crap, remove dxsupport.cfg override vfxcompile: stop compiling dxbc, remove vfx_dx11 Remove "Compile Optimized Shaders", spirv-opt always runs