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13,843 Commits over 1,552 Days - 0.37cph!

1 Hour Ago
Render to widget example in widget gallery uses SceneRenderingWidget
Today
Generated csproj LangVersion 11 -> 13
Today
Hide code compile notice when NotificationPopups is false instead of clearing them, in case notification sounds are enabled (was this by design?)
Today
Specify input type to SerializeToNode when serializing game resources - Fixes Type not being serialized in game resources
Today
Only have one version of FloatSlider in sandbox.tools, delete the one in property editors
Today
Fix behavior when deserializing fields with code defined initializer Partially reverts: 3ce2d74fbd9effd2d280d1a59c9029f4b0a5c387 Added a bunch of tests
Today
Use float control widget in curve editor Delete FloatProperty
Today
Changing Terrain.MaterialOverride updates mesh if it exists, Facepunch/sbox-issues#7180 Update Terrain buffer when transform changes, resolves Facepunch/sbox-issues#7192
Today
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
Delete citizen_2023-03-06.fbx
Today
Fix save/save as not working as expected with prefabs, default to location/filename of existing source if one exists Tweak editor File menu, make actions more context aware/prevent in dodgy circumstances Improve readability of File > Open Recents menu, show correct icons for type
Today
VRAD3 (& it's resourcecompiler) explicitly uses rendersystem, our tools can omit it but we need to read back textures from the GPU for map compilation
Today
Fix crash due to yoga measure function exceptions Print if compile failed More shader code cleanup V_atoi64 return 0 if string passed in is null (fixes antlr crash on syntax error) Revert "Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon" This reverts commit 5e0b9b50644194ea43e8ae7c9c3bafb4292de7d0. Revert "Reenable rendersystem for console apps for map compilation" This reverts commit 612f6a9f5352f83d87d2540572f83d64c7fa4e5f.
Today
Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon
Today
Reenable rendersystem for console apps for map compilation Invert logic of bSupportsLightmapping, make explicit flag of "NoLightmapping", doesn't feel right to apply that flag in every shader when it all should just support it
Yesterday
Simplify AudioDistanceFloatControlWidget and don't rely on FloatSliderProperty for it Delete FloatSliderProperty
Yesterday
Allow slider paint override on FloatControlWidget with function override or action Use FloatControlWidget for color picker HSV sliders
Yesterday
Fix indirect IBL fog not working https://files.facepunch.com/sampavlovic/1b1911b1/jVWTMafLaa.png
Yesterday
Do view vector TAA jitter for fog on native instead off shader, proper way to handle this specially on thin surfaces https://files.facepunch.com/sampavlovic/1b1911b1/B2DSaqPTHe.jpg
Yesterday
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else DynamicLight refactor Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once https://i.imgur.com/jqko5ON.mp4 Fuck of with light.environment, light.dynamic and light.static are just in Light.hlsl instead of own internal files Move shadow functions to Shadow.hlsl, much like BRDF.hlsl, will make it easy for us to upgrade, move LightMap definitions to Light.hlsl Vr_lighting never directly referenced from any of our hlsls now, tonemaps in lighting.fxc never used and even if used shouldn't be there Untangle this stuff Use ProbeLight::UsesProbes() and LightmappedLight::UsesLightmaps() to see if drawcall is using these instead of insane combo ifdefs directly, makes it easy to remove a combo too
Yesterday
Remove lightmapping combos from sbox_pixel (should fuck that file off entirely), move to shadingmodel.hlsl, keep D_BAKED_LIGHTING_FROM_LIGHTMAP for vertex.hlsl, SupportsLightmapping attribute seems unused
Yesterday
Asset browser: Combine file and asset context menus, make non-asset context menus not useless Show code editor title for 'Open in X' code file context menu Rename/duplicate uses full file names (including extensions) for non-assets because that's handy Fix typo
Yesterday
Revert "Lightmapping combos go on shadingmodel, Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, material should be only a contract to shadingmodels" Fucked, need to get rid of this stupid SupportsLightmapping attribute and just do it directly
Yesterday
Safer interop, threaded string handling
Yesterday
Fix AssetPicker NRE
Yesterday
Rewrite AmbientLight into a class, stub Handle AmbientLightKind::LightMapProbeVolume and AmbientLightKind::EnvMap Move BRDF stuff to BRDF.hlsl, organizes it and makes it easier to move to CS2's one with multiscatter Adjustments for AmbientLight, disable subsurface scattering for this class for now ToolsVis ambient occlusion doesn't take AmbientLight Lightmapping combos go on shadingmodel, Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, material should be only a contract to shadingmodels
Yesterday
Shader build
Yesterday
Clean this code up - help diagnose the string crash
Yesterday
Thread safe collection
Yesterday
Create AssetPicker in control widgets with no parent - control widgets could be on a popup and we don't want the asset picker window to be deleted from under us
Yesterday
Citizen_REF adjustment
Yesterday
Citizen_REF file
Yesterday
GameObjectNode does TreeNode.HasChildren, resolves Facepunch/sbox-issues#7167
Yesterday
Add namespace_name to antlr grammar so that we can do "type Class::Function()" definition instead of defining all in class itself, we should just let it accept any HLSL
Yesterday
Network++
Yesterday
SendRateMin/SendRateMax tweaks Tweak default encryption settings Tweak delta snapshot send mode This should have same treatment as SteamLobbySocket to be thread safe
Yesterday
Fix Shaders-Build.bat actually rebuilding all
Yesterday
Network Thread (#1748)
Yesterday
Move vfxcompile to c#
2 Days Ago
Humans: improved WalkFast_N
2 Days Ago
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants
2 Days Ago
Fix mesh component export
2 Days Ago
Fix NRE in asset picker
2 Days Ago
Drop a breadcrum when playing audioplayer to get a clue on what's being played if there's a crash trying to open it
2 Days Ago
Fix custom cursor page
3 Days Ago
Use ResourceControlWidget for Animgraph Delete ResourceProperty
3 Days Ago
Fix sort mode on publish page Delete EnumProperty
3 Days Ago
ListControlWidget now supports multiedit, only showing matching indexes Add and Remove buttons now work when MultiEditing a List Added support for re-ordering lists during a Multiselect https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4 Right Click -> Duplicate now works on Multiselect Lists
3 Days Ago
Fix possible NRE in PathWidget
3 Days Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )