branchsbox/mastercancel

11,359 Commits over 1,338 Days - 0.35cph!

1 Year Ago
ShaderGraph: Disable tint mask input, isn't used and seems pointless so get rid
1 Year Ago
ShaderGraph: Add mask to texture ext types
1 Year Ago
Move saturate node to transform category + document it
1 Year Ago
ShaderGraph: Default branch results to both zero, fix shader error when no conditions are plugged in
1 Year Ago
ShaderGraph: Add option to preview result of selected node, useful for debugging https://files.facepunch.com/layla/1b0411b1/sbox_tzN9VDd1be.mp4
1 Year Ago
Don't color plug text, not a fan of how this looks
1 Year Ago
ShaderGraph: Allow named constants to configure material editor UI
1 Year Ago
Add SelfIllum to texture ext types
1 Year Ago
Limit graphics view zoom to reasonable amounts
1 Year Ago
Remove whitespace in texture parameter name
1 Year Ago
Add delete button to node UI
1 Year Ago
ShaderGraph: disable filtering on background pattern
1 Year Ago
Adjusted colour on handles to be more clear https://files.facepunch.com/louie/1b0411b1/sbox-dev_0BuTFk5GxC.png
1 Year Ago
Simplify LobbyFrontPage flow, clicking game / map will open their browsers
1 Year Ago
Fixes highlight not repainting consistently when text selection changes
1 Year Ago
ButtonGroup: Don't throw if we can't find a button to pick while setting up initial render tree
1 Year Ago
Fix text selection not working on center and right aligned texts
1 Year Ago
Format everything in RichTextKit Nothing changed except formatting. I forgot to do this when bringing it over, forcing it now so it's not a nuisance going forward (mostly spaces to tabs and looking at diffs)
1 Year Ago
Fix Image panel not updating its size when the texture gets loaded or ScaleToScreen changes
1 Year Ago
Add support for `word-break` css property (#853) Supports `normal` and `break-all` values. Normal will break by word, break-all will break by character. https://files.facepunch.com/crayz/1b0211b1/sbox-dev_Yt8zD84LqS.mp4
1 Year Ago
Saw blade prop https://files.facepunch.com/rickgreeve/tbrender_Viewport.png
1 Year Ago
vr: tracked objects (hands) also use full anchor rotation, not just yaw
1 Year Ago
vr: remove axis limitation on vr anchor rotation, enjoy throwing up
1 Year Ago
Update Steam Audio to 4.1.3
1 Year Ago
Fix temp depth rendertargets hashing incorrectly when changing MSAA setting
1 Year Ago
Use a capsule rather than sphere for ripplecompute, send velocity data to ripplecompute, makes ripples seem fully connected even in low franerates Tag r_water_ripples to be removed from engine on next painday :S Fix intersection flickering in SDF reflections Make water ripples feel much more natural, fix it exploding Fix water collision not working, tweak water ripple propagation
1 Year Ago
async option for RenderToPixmap, fixes thumbnail rendering
1 Year Ago
Fixed CustomResources not loading for Map Projects loaded through filename (i.e. after compile)
1 Year Ago
Test for block copying List<T> or T[] Lists of structs can use array block copying again More direct copy for StructArrayConverter Fix possible NRE when logging about methods without declaring types Fixed setting size of block-copied list
1 Year Ago
street lamp unit -now breakable
1 Year Ago
ShaderGraph: Add default values to result node so you don't have to plug in a constant if you just want to set a constant value https://files.facepunch.com/layla/1b0211b1/sbox_2nXboeBxrk.png
1 Year Ago
ShaderGraph: Float editor supports rangeless editing https://files.facepunch.com/layla/1b0211b1/sbox_ri3rVeT2hv.mp4
1 Year Ago
ShaderGraph: Remove whitespace from param name, fixes shader compile errors
1 Year Ago
Warn when graph paste is invalid
1 Year Ago
Still try to compile graph preview if there's no result node, we may have preview nodes
1 Year Ago
TransformNormal with no input falls back to vNormalWs Document WorldNormal node to make it clear it's the vertex normal in world space
1 Year Ago
RenderToPixmap reads pixels in callback for performance ShaderGraph: Inline float and color editors on nodes, experimental render node previews (only enabled on noise nodes for now) https://files.facepunch.com/layla/1b0111b1/sbox_8EW2bnCQWR.png
1 Year Ago
Add triplanar mapping to blendable
1 Year Ago
Skin shader use DXT5 (no sRGB) instead of BC7 for the combined masks texture; stops blocky artifacts & it's more appropriate Resolves these blocky artifacts on the ao mask: https://files.facepunch.com/matt/1b2811b1/TA6eSCStlI.jpg Obviously this is a bug with bc7e and alpha channels (there are issues open), but it's super specific to the way we're combining these textures together for this shader. For standard color maps bc7e is supreme to all other encoders, and when we're combining channels together bc7 is rarely the right choice, so I think it's more than fine to avoid this. Remove nocompress hint from citizen_skin_ao.png and recompile skin materials
1 Year Ago
Rework parts of CLightCookieManager to prevent crashing and optimize slightly * Don't create new light cookies when we exceed the max, otherwise we'll just fucking crash * Don't needlessly update the texture slices of removed cookies, new cookies will replace * Light cookies use a strong texture handle instead of weak handle
1 Year Ago
Cardboard box Revised design, more wear and tear. Multiple skins and revised Gibs Merge branch 'master' of sbox
1 Year Ago
Update README: General cleanup, build instructions, using unit tests, engine reference, using Git tips Compute max swap chain size from all monitor dimensions - solves tools like Hammer not being able to render fully on secondary larger monitors GetMaterialOverride return default if the override is invalid, specific fix for Hammer crash but could've been fucked elsewhere
1 Year Ago
Make sure to always set FrameBufferCopyRectangle when using FrameBufferCopyTexture
1 Year Ago
Citizen: tagged AO mask as uncompressed, which avoids blockiness and banding from showing up, especially on darker skin colors + small improvement to skin05 (a bit less purplish)
1 Year Ago
Disable assert for render thread index exceeding maximum, not needed on DX11 and for Vulkan I'll make it valid to have a slower path when this is exceeded - although it's probably worth looking at how many threads C# can summon in the first place.
1 Year Ago
Use internal native cursor position to do mouse locking in shader graph
1 Year Ago
Revert, assumed nothing else was using cursor position
1 Year Ago
Application.CursorPosition uses native cursor pos in CQUtils, fixes dodgy camera in shader graph preview with different screen dpi
1 Year Ago
Citizen/clothing: added "stopgap" twist setup to shorts, trousers, and vests
1 Year Ago
Citizen/clothing: added "stopgap" twist setup to jumpers, shirts, and shoes