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19,384 Commits over 1,461 Days - 0.55cph!

1 Hour Ago
Use !IsValid instead of == null or is null for any IValid
3 Hours Ago
Use IsValid instead of != null or is not null for any IValid
Today
Achievement list on packagemodal tweak menu transitions
Today
Add RunEvent<T> Sandbox.Services update Add Sandbox.Services.Achievements class Menu listens for Protobuf.AchievmentMsg.AchievmentUnlocked messages Latest api models Add Package.GetAchievements() Update IAchievementApi Grab achievements when starting game Add Sandbox.Services.Achievements.All When stats are incremented their values are updated locally Latest achivement api AchievementCollection, stat based fractions
Today
Latest achivement api AchievementCollection, stat based fractions
Today
Proper fog TAA with ping-ponging accumulation textures
Today
Apply primitive render attributes in animatables too
Yesterday
ButtonAttribute pulls method name as the title if not specified. ButtonAttribute no longer includes Label, and takes up the full width. Resolves Facepunch/sbox-issues#6214 https://files.facepunch.com/CarsonKompon/2024/September/06_19-28-MurkyGopher.png
Yesterday
Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
Yesterday
TAA stub
Yesterday
Oops bring back wrapping on normal labels
Yesterday
Add RunEvent<T> Sandbox.Services update Add Sandbox.Services.Achievements class Menu listens for Protobuf.AchievmentMsg.AchievmentUnlocked messages Latest api models Add Package.GetAchievements() Update IAchievementApi Grab achievements when starting game Add Sandbox.Services.Achievements.All When stats are incremented their values are updated locally
Yesterday
Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
Yesterday
Remove VR-specific frustum stuff from volumetric fog Get rid of redundant data
Yesterday
Added scroll support to single-line TextEntry, will now scroll to caret/selection when confined by layout, Facepunch/sbox-issues#6274 https://files.facepunch.com/solw/2024/September/06_19-10-DeterminedFlycatcher.mp4
Yesterday
Disable clipmaps on managed code, clean up shader code
Yesterday
Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps One lightbinner per volumetric fog rather than creating it every frame Start removing fog clipmap rendering, there are better ways to do this and it's massive
Yesterday
WIP: Only allow opening editable action graphs
Yesterday
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png These convars don't do anything or are redundant, some notes for tiled rendering in the future
Yesterday
Test rendering asset thumbnails as animated images, see if it works Means we're not loading an asset when you hover over something. Works nicely but not sure about thumbnail generation times or cached thumbnail sizes https://files.facepunch.com/alexguthrie/1b0611b1/NVIDIA_Overlay_4Y9sYV1MfZ.mp4
Yesterday
Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics Refresh diagnostics when saving an Action Graph Only Show() each Action Graph MainWindow once Resolve Action Graph source prefab
Yesterday
Fix unreachable code warning
Yesterday
Delta Snapshot Slots (#1660)
Yesterday
Hotload tests: log timings in descending duration Hotload test benchmarking (1D/3D) (struct/interface) arrays Hotload: Speed up struct array copying, support Rank > 1 arrays
Yesterday
Make sure #version gets passed properly in Package.FetchAsync
Yesterday
Fix Package.FetchAsync not finding packages with slash or other formatting
Yesterday
Update pull.yml Release fix
Yesterday
Fix Depth::GetLinear, be expressive about it for correctness before all, precompute these values later Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png Iterate DoF Smooth fade DoF from composite shader Iterate dof, needs cleanup, almost perfect Wave intrinsics to do early out for far dof DoF2 Downsample with bias based on depth, cleanup https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4 Front blur, tweaks Final tweaks, add depth gap for adding an area where u might want more focus https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4 Depth Resolve writes to both channels correctly Final cleanups for dof2
Yesterday
Handle login exceptions more gracefully Fix events spam Include commit message and sha with release
2 Days Ago
Can select Skin in Avatar Menu again. Resolves Facepunch/sbox-issues#6310
2 Days Ago
Creating a Prefab Variable will default to the name of the variable you're linking. Resolves Facepunch/sbox-issues#6364
2 Days Ago
Live preview test Live preview cleanup, fade https://files.facepunch.com/alexguthrie/1b0511b1/NVIDIA_Overlay_6A9K6s7Uiv.mp4 LivePreview fixes Search widget Get rid of live preview, not a good idea right now
2 Days Ago
Fix perfomance validation warning on depth_only shader, it never produces output from PS, any operations from ps for translucents are clip or discard, D_WRITE_DEPTH_MASKS is never used Strip D_WRITE_DEPTH_MASKS from the rest
2 Days Ago
De/serialize missing mixer settings, disable spatialization on Music/UI mixers by default again, Facepunch/sbox-issues#6092
2 Days Ago
Fix benchmarks not recording properly
2 Days Ago
Image & prefab preview tweaks Use poppins for "add..." button Asset highlight tweaks Gradient backgrounds https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_jeVfRAn7hg.png Tweak mini icon position PathWidget defaults to not editing
3 Days Ago
Package Fetch api is more forgiving (just returns null on 404) Benchmark diagnostics
3 Days Ago
Fix shadows not showing up on non-scenecamera views like Hammer
3 Days Ago
actions update
3 Days Ago
Services api (#1658) Nothing should visibly change for end users
3 Days Ago
Don't run physics in editor
3 Days Ago
Fix package error version
3 Days Ago
Get rid of this optional render attributes, add it when it's needed
3 Days Ago
Fix exception
3 Days Ago
Allow for multi-bounce reflections on EnvmapProbe
3 Days Ago
Make sure all cubemaps are up to date when loading/unloading mapinstances, cubemaps placed on scene weren't getting updated
3 Days Ago
GPU Shadow Culling light list is stored on camera where it should belong rather than on lightbinner, a lightbinner can be shared across multiple views causing issues, this also guarantees proper lifetime of list since lightbinner pool is only flushed on shutdown https://files.facepunch.com/sam/1b0411b1/sbox-dev_Esvot2kDTb.mp4
3 Days Ago
DrawSceneObject can take attributes, by default these will come from Graphics.Attributes so Graphics.SetupLighting will now work with scene object render
3 Days Ago
Shadergraph: Add multiple outputs for float2, float3, float4 on Combine node
3 Days Ago
Shadergraph: Add distance node