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14,461 Commits over 1,614 Days - 0.37cph!

2 Years Ago
ui: box-shadow blur bloats the rect and renders properly
2 Years Ago
Check substitute types don't inherit from a swapped-out type If type substitution fails in DefaultUpgrader, just substitute null Fixed possible NRE in ReflectionUpgrader.GetMatchingMember Fixed recompiling addons that reference a changed addon
2 Years Ago
open cardboard box gib fix wiring cap reduced polycount and adjusted lod
2 Years Ago
mattress col tweaks cardboard box open and closed version new and old skin Merge branch 'master' of sbox
2 Years Ago
Restore required texture size bindings, should've only been removed from descriptor sets
2 Years Ago
mattress made it more floppy, now bends both directions properly
2 Years Ago
Menu: Validate GamePackage.Usage in GameScreen to prevent NRE for local projects
2 Years Ago
Kill legacy Fade Scale dx7/dx8/360 render property on models that's not hooked up to anything UI: Software culling accounts for transforms too, fixes them disappearing randomly sometimes UI: When early culling account for shadows so if we're scrolling and should only be able to see shadows it'll still render
2 Years Ago
Fixed Package.FindAsync failing to deserialize PackageUsageStats - fixes Sandbox and Asset Browser cloud tab
2 Years Ago
Improve placement of external gibs for multi body props
2 Years Ago
ci: doesn't matter if git stash has nothing to stash, carry on with the build
2 Years Ago
delete more dx9 shit Nested main thread render layers work better with texturemanager, fix potential case where some hookup jobs weren't being fulfilled properly in main thread render layers
2 Years Ago
Quick adjustment to clothing icon of standard_skirt
2 Years Ago
Standard Skirt added Added simple skirt, LODs and Skinning adjustments coming soon after.
2 Years Ago
Backport new base/dx11 rendersystem changes so other backports are easier; removes obsolete dx9 stuff, better barriers, finalize RenderTtextureDetail replaced with required mipsize Fix nvwgf2umx crashes - these were being caused by blocking resource loads within managed render blocks; these would run the texture manager's hookup jobs, which would include async hookup jobs for texture streaming, but also the textures we wanted immediately. The problem with fulfiling these texture streaming hookup jobs is the render thread is already executing and a texture streaming hookup job is going to invalidate them by replacing the contents. This would happen more frequently for slow pcs where their texture streaming can't be fulfiled fast enough. I've hooked up a simple system to only fulfil the hookup jobs of the textures that have been requested during the render block.
2 Years Ago
Menu: Fixed GameList entries not opening game front
2 Years Ago
Lobby: Inform the player that their message wasn't sent if they're not in a lobby Lobby: Name and shame the lobby participant when they get kicked
2 Years Ago
Get rid of null terminator in Lobby.SendChatString, it's not required in this case - this fixes party kick not working
2 Years Ago
New package usage stats
2 Years Ago
tier0 GetGameInfo accessors Delete unused RenderTextureDetail Stop trying to bind invalid reflection texture for water since it all got stubbed, can't debug other issues with this shit spamming constantly Don't upload core/base shaders to asset.party Don't mount any shaders in manifest that already exist in base or core
2 Years Ago
Hunch crash fix, wait for rendering to complete before force reloading resident resources (if this resolves it, then it's probably shader resources need some extra love)
2 Years Ago
snd_event_alignedbox: Fixed sound position lagging behind by one frame
2 Years Ago
Fix shader lightmapping Update blendable shader
2 Years Ago
Do downsampling in multiple passes, makes the code simpler, bypasses fuckery with the GPU memory controller and cost is basically the same Add remaining mip downsample levels
2 Years Ago
Move objecthighlight shader from code directory to content directory, fixes being able to join multiplayer games
2 Years Ago
Fix light bounces for bendable with 1 layer
2 Years Ago
Keep lobbies to one line Lower opacity of empty servers Fix 5px border down the right of game screenshots on main menu Tweak icon hover
2 Years Ago
powershell doesn't do &&
2 Years Ago
ci: only reset tracked files before pulling, keep our build artifacts so builds aren't slow as shit (hopefully)
2 Years Ago
ci: can't build-addons until test-game is run, otherwise s&box.sln isn't created
2 Years Ago
Delete orphan vmat build breaker
2 Years Ago
Fix bottom to top scrolling being inverted with flex-direction: *-reverse or justify-content: flex-end https://drafts.csswg.org/css-align/#overflow-scroll-position Fix Popup PositionMode.AboveLeft not working on different screen scales Tidy up Lobby class code Remake PartyDeck in Razor, split out Party logic to static class, move party deck along bottom social bar Party chatbox Style adjustments to PartyDeck, give a crown to the current party owner, add horizontal padding to player-info Style tweaks Add a lobby chat channel to chatbox instead of in lobby screen. Add unread messages counter, and show latest message over the chat entry Reimplement friend list in Razor, use it for both joining games and inviting to party instead of the seperate flows. Move friend list from top nav to social nav Simplify chat code, better styles (bigger text) + sounds, add party / lobby kicking Caching for Steamworks Friend so we can innocently use this in Razor without worrying about performance ( was eating 2-3ms on 30 friends from a simple Linq count - and a lot lot more on more friends ) Merge pull request #721 from Facepunch/social
2 Years Ago
Adjustments to Clogs and Socks asset naming
2 Years Ago
Check if package is null before creating the PackageCard
2 Years Ago
Keep current map if it's valid for MapSelect.Hidden
2 Years Ago
Don't render packages that aren't valid Lobby.ValidateMap will ensure the map is set to one that is valid for that game package Validate map before starting game and when loading new game info Try map list if no valid tagged map Merge branch 'master' of github.com:Facepunch/sbox
2 Years Ago
Mattress meta Give a polite warning when no endpoint when uploading
2 Years Ago
Trolley Gibs, should now spawn in the right positions trolley flap gib extra gib
2 Years Ago
mattress floppy mattress
2 Years Ago
Update ci.yml
2 Years Ago
Hydrant marker Hydrant marker model - breakable Merge branch 'master' of sbox
2 Years Ago
Obsolete Package.Background Tests for negative animation-delay Animation keyframes support background position, background size Game widgets show screenshots Fix for new screenshots api
2 Years Ago
New Outfit Piece - Crocs and Socks! https://files.facepunch.com/daniel/1b1711b1/sbox-dev_uDFrK56aqf.jpg LODs and any skinning adjustments coming soon.
2 Years Ago
Set maximum of 8 mixed light shadows at once, doesn't impact perf much
2 Years Ago
Adjust light heuristics Smooth fade in shadows
2 Years Ago
Update ci.yml
2 Years Ago
Update ci.yml
2 Years Ago
Small adjustment to thinning_short_cap colour
2 Years Ago
Mixed Shadows Rework (#710) * Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget * Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup * Let directional AO have falloff that better approximates to inverse square law * Use 8k shadow atlas by default so that we downsample less often, reenable not casting shadows on point lights, needs more thought * Have adaptive resolution for mixed shadows * Recode all mixed light selection heuristics 🍷 * Extract importance calculation to CalculateMixedLightImportance, finish it * Cleanup, remove rest of old mixed shadows heuristics that is unused now * Cleanup, do shadow computations every .1 seconds rather than evecry frame * Do a few visibility tests to see if the light is visibile to an entity and not fully shadowed * Don't care at all for lights behind us that are not overlapping the player * Tweak visibility testing, let directional lights go into test rather than just checking if sky is visible * More cleanup * Ortho lights trace on backwards direction, do shadow queries from light's perspective * Do backface culling on ortho lights too * Last final weighting adjustments
2 Years Ago
Updated func_precipitation Property for spawn location for camera pos or pawn pos. Set height offset to property Removed default particles