reposboxcancel

8,283 Commits over 730 Days - 0.47cph!

16 Minutes Ago
Add Graphics.DrawIcon, Graphics.DrawQuad, Graphics.DrawRoundedRectangle Add Vector4.Length, LengthSquared, IsNearZeroLength Obsoleted Draw2D stuff can use Graphics stuff Converted addon code to not use Draw2D
2 Hours Ago
Fix shader compile
3 Hours Ago
Initial experiments Put HUD and GameUI rendering in hooks Switch to managed render hooks Change some Assert.NotNull to Assert.IsValid Switch post process to work in new system Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time) Added Render Events for BeforePostProcess and AfterPostProcess Support LOD/Bodygroups in RenderSceneObject managedrenderpipeline.h doesn't exist anymore Add render hooks for rendering just before viewmodel, just after viewmodel Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc Allow SetRenderTarget to set depth too Allow creating common depth formats Add RenderTarget Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes DrawSceneObject kind of do LODs properly In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha Add GenerateMipMaps, rip out a bunch of previous mipmap code Removed unused arg from SetTextureData When creating texture with data, if the data size is the size of the first mip and we have multiple then automatically generate the others (and go apeshit if the datasize is wrong) Throw exceptions is trying to set texture data with wrong size in c# Remove skia mipmap generation, let dx do it for us automatically Allow UI to use mipmaps Fix not being able to load materials during rendering GameLoop::PreRender ain't doing nothing Remove unused IScreenSpaceEffect Render state restores, allows nesting Let toolviews have the managed pipeline Let SceneCameras have a debug name Renderhooks linked to SceneCameras Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file Recompiled shaders Add TypeLibrary.GetDescriptions() - returns all types Add Material.GetShaderMaterial( shadername ); Add [SceneCamera.Default], which when applied to a RenderHook will add it to the camera by default Fix unable to compile shaders that aren't in the shaders folder Add HighlightRenderer Remove shameful debug code Refactor Let c++ threadpool execute shit in the main thread Add ManagedRenderSetup_t SceneCustomObject renders in the main thread Clean up SceneLayer enum insanity (which I added) Fix warning spam Render water on the opaque layer RenderHook has a OnFrame, called before any rendering is done - useful for placing SceneObjects etc Fix NRE in CodeCompileNotice Fix inspector history not letting objects garbage collect Fixed Option not being adopted by Toolbar, so never being released Add warning if double alloc in InteropSystem Allow direct access to camera's render hooks Allow tools access to all alive scenecameras Name the scenes Create Graphics.cs Move Render to Graphics Backwards compatibility fix Convert some addon side code to use Graphics instead of Render Graphics.Quad transition More Sandbox.Render -> Graphics Route Render Hooks to Graphics Get rid of draw quad with margin, add bloat
3 Hours Ago
Route Render Hooks to Graphics Get rid of draw quad with margin, add bloat
Sam
Today
Forgot this, pass asset name as string for now
Sam
Today
Fix some sanity checks
Sam
Today
Create a managed resource of any inherited type without explicitly assigning it, start moving Shader resource to game code Mark these as abstract, don't let children methods of GameResource override load, remove Shader from tools
Sam
Today
Revert "Remove TryManagedCompile" This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd. Managed resource compiles sanely
Sam
Yesterday
Add shader asset type and empty resource compiler for it Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile Make HVfx be HShader, start adding shader handle from C# side Fix perspective on ui shader Iterate on shaders as assets Get boilerplate for managed asset compile Add used shader as material dependency Don't use error.vfx if we are not on tools mode (Issue 415) Don't do Shader assets on C++, it's awful Remove TryManagedCompile Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created Get target resource type from asset Gameresource load doesn't need to be templated, still needs cleanup Make CustomResource for internal managed resources that use custom decoding And shader uses CustomResource instead of GameResource Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed Start work for child hlsl include files to recompile parents that use it Add stub custom load methods for shader ManagedResource is a better name Remove MET shader browser, let's make it sexy using asset system and our UI Make MET use our sexy asset picker https://i.imgur.com/Mzzmynk.png Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET Make MET hints and shader select button intuitive https://i.imgur.com/BgHsRKI.png
Sam
Yesterday
Revert "Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code" This reverts commit 4e92c31729138ecdd74ad9ae2d11a6012cfcf97c. Revert "Fix perspective on ui shader" This reverts commit 6d087d7abf0752c7a35b0687d7322cbc4b5e2863.
Yesterday
Try using different SIMD function in IntersectSegmentTriangle as an attempt to fix rare raycast crash
Yesterday
Maybe fix a crash in state machines
Yesterday
Remove zero weights, don't need to save these Add the random, zero, one buttons
Yesterday
Use property editor for morph node Rename morphpose node to morphframe, consistent with animframe Update morph node from property editor Rename qnodeeditor_morphlist to qnodeeditor_morphframe
Yesterday
More Sandbox.Render -> Graphics
Yesterday
Graphics.Quad transition
2 Days Ago
Convert some addon side code to use Graphics instead of Render
2 Days Ago
Move Render to Graphics Backwards compatibility fix
2 Days Ago
Create Graphics.cs
3 Days Ago
Citizen/clothing: updated necklace (precise attachment rigging + jiggle + LOD0/2) (Fancy collision method with the chest disabled while issues with cloth physics are being investigated.)
3 Days Ago
Some more docs Make joining through Steam Friends work without the game being open
3 Days Ago
Citizen: fixed smile morphs (lipCornerPuller) not working
3 Days Ago
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }` Move ManifestMount to Sandbox.Engine Static ToolRender class uses the current CToolRenderContext context Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously Create a remote asset manifest within a map doc, save/load remote assets used within the map Simplify mapdoc remote asset manifest, no need for all these C++ bindings ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies` ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest Small cleanup in compilemap, it's okay not to have a .meta file, remove some debug logs Get the debug download text working again, use static dirtying this time so its safer / easier Fix null ref on new maps Use AssetSystem.InstallAsync when dropping a package on the map, delete all the old bullshit ManifestMount around here No need for CResourceCompilerMap::MountMapTransientAssets now, asset system mounts cloud automatically Save distinct Asset.Package idents of referenced assets on map save into the Asset.Meta, and make sure they are installed on map load Revert "Move ManifestMount to Sandbox.Engine" This reverts commit c1cbe1e2c3ce181ddde6f9633fe1861c04576bbf. Set the bounding box based on package metadata so you know how big the model is while it's still downloading - I think this metadata probably belongs in the Qt drop data Remove bad using When we're dragging on the map view with Qt, start a QTimer to run tool frames manually. This makes dragging packaged assets able to async properly since we can run our main thread synccontext and dirtied map nodes will actually re-render. Early out if the cloud assets already has the package, don't bother with any unnecessary remote fetching. Refactor and comment. Add Install to context menu of a packaged asset, have already found myself wanting this Icon indicators for installed cloud packages Remove the danger from this async code by using a reference to the CMapNode ID instead, can refactor this further but it's much less shit now Fix model getting stomped whilst dragging it around, for some reason the native free drag code restores from a baseline copy every drag event
3 Days Ago
Fix model getting stomped whilst dragging it around, for some reason the native free drag code restores from a baseline copy every drag event
3 Days Ago
Remove the danger from this async code by using a reference to the CMapNode ID instead, can refactor this further but it's much less shit now
3 Days Ago
Test operator documentation Merge branch 'master' of sbox
3 Days Ago
Allow direct access to camera's render hooks Allow tools access to all alive scenecameras Name the scenes
3 Days Ago
New Outfit Piece! - Hard Hat https://files.facepunch.com/daniel/1b2311b1/hard_hat_01.png Including LODs and some experimental jiggle bones.
3 Days Ago
Fix inspector history not letting objects garbage collect Fixed Option not being adopted by Toolbar, so never being released Add warning if double alloc in InteropSystem
3 Days Ago
Save and load morph weights
3 Days Ago
Add initial morph pose node to compile animation with manually set morph weights with temp UI https://files.facepunch.com/layla/1b2311b1/sbox-dev_E6nAIZdzWg.png
3 Days Ago
Early out if the cloud assets already has the package, don't bother with any unnecessary remote fetching. Refactor and comment. Add Install to context menu of a packaged asset, have already found myself wanting this Icon indicators for installed cloud packages
4 Days Ago
Fix texture hotload for images loaded without '/'
4 Days Ago
Remove bad using When we're dragging on the map view with Qt, start a QTimer to run tool frames manually. This makes dragging packaged assets able to async properly since we can run our main thread synccontext and dirtied map nodes will actually re-render.
4 Days Ago
test over
4 Days Ago
Test for api website
4 Days Ago
ModelEntity documentation pass Obsolete ModelEntity.MoveTo and related functions Obsolete ModelEntity.MoveTo and related functions due to them not functioning: * All MoveTo overloads * MoveFinished * MoveBlocked * MoveWithVelocity The plan is to eventually move this functionality to KeyframeEntity Reorganize some ModelEntity properties ModelEntity documentation pass Documentation pass - Texture, SoundFile
4 Days Ago
Built-in support for periodic leaderboards (daily / weekly / monthly)
4 Days Ago
RenderHook has a OnFrame, called before any rendering is done - useful for placing SceneObjects etc Fix NRE in CodeCompileNotice
4 Days Ago
Documentation pass Obsolete Model.GetBodyPartMask methods + cleanup These methods are only useful in engine as far as I can tell.
4 Days Ago
Clean up SceneLayer enum insanity (which I added) Fix warning spam Render water on the opaque layer
4 Days Ago
Support for marking entries as deleted in the backend Refactor to nest leaderboard attributes etc in the Leaderboard struct
4 Days Ago
Let c++ threadpool execute shit in the main thread Add ManagedRenderSetup_t SceneCustomObject renders in the main thread
4 Days Ago
Added ability to join friends through Steam Friends (untested)
4 Days Ago
Revert "Move ManifestMount to Sandbox.Engine" This reverts commit c1cbe1e2c3ce181ddde6f9633fe1861c04576bbf. Set the bounding box based on package metadata so you know how big the model is while it's still downloading - I think this metadata probably belongs in the Qt drop data
4 Days Ago
Use AssetSystem.InstallAsync when dropping a package on the map, delete all the old bullshit ManifestMount around here No need for CResourceCompilerMap::MountMapTransientAssets now, asset system mounts cloud automatically Remove CAsset::IsVisibleForMod - this was causing addons assets to be invisible to other addons assets depending on the order addons were added.. This should fix cases where uploading a map wouldn't upload dependant assets from content pack addons seemingly randomly. As well as let any addon assets see assets in our cloud path so they can resolve references properly. Save distinct Asset.Package idents of referenced assets on map save into the Asset.Meta, and make sure they are installed on map load
5 Days Ago
Acquire physics ref for scene model cloth so tools don't go releasing it out from under us
5 Days Ago
Add BrushEntity.Collisions, obsolete BrushEntity.Solid
5 Days Ago
Fixed prop_animated Collisions property not affecting Hammer Fixed Hammer Physics sim not respecting non solid entities
5 Days Ago
Fixed leaderboard details having too much padding