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22,417 Commits over 1,614 Days - 0.58cph!

10 Months Ago
Remove now unused m_bNeedsRender
10 Months Ago
Update shaders Sort envmaps by priority
10 Months Ago
Fix music player spectrum returning 512 samples when only 256 is being used
10 Months Ago
Remove remainder of CPU-driven code for cubemaps, rename indooroutdoorlevel to just renderpriority
10 Months Ago
code cleanup, improve comments
10 Months Ago
Stop sounds on sound asset reload
10 Months Ago
added skybox_overcast_02
10 Months Ago
Disable frustum shadow map culling using volume cullers, the view we render for the shadow is already doing frustum culling so I'm not fully sure if this is doing anything, on CS2 it seems to only be used for barn light shadows anyway ( And with an explicit illumination bounds OOB )? Fixes shadow flickering on props
10 Months Ago
VR: Don't submit or wait for poses if the headset is in standby (prevents editor stalling when headset goes idle)
10 Months Ago
Shapshot -> Snapshot in loading screen ( Fixes Facepunch/sbox-issues#5439 ) 😂
10 Months Ago
Some clearer documentation
10 Months Ago
Interpolation v2 (#1516) * Test * Clean up - use TransformInterpolate class * Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target * Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. * Fix to allow interp property to be set by GameObjectHeader * Serialize the interpolation bool with GameObject * Combination of fixed update interpolator and networked interpolation buffer. Working nicely * Some cleanup * Some extra docs + let's call it Query to match the other class * Use Time.Now * Restore backward compat LerpTo * Cull after, ensure move direct to last tx if query out of time but entries remaining * Fix formatting * Tiny tidyup * Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate * Actually enable it * Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update
10 Months Ago
RPC Filter (#1549) * Update documentation * Add recipient filter struct, type, and Rpc.FilterOnly and Rpc.AllExcept methods * Update documentation * Change filtertype options * Move to Connection.Filter. Can pass optional filter to Broadcast. Use this for Rpcs with current filter. * More docs * Same logic for static Rpcs * Add single Connection overloads * this can be made private * Fix ambigious docs * Inverse logic (doh!) * Use hasvalue etc * Some fixes * Remove duplicate docs * Better docs * RPC in log for consistency * Add overloads for filtering RPC recipients based on a predicate * FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time * Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere. * Restore the old filter here even if e.Resume() throws * Early out / cut nesting * Tidy up
10 Months Ago
Add library_install command (for editor) Mount asset filesystem from libraries Uploading libraries allows fbx files Add Game.Ident (fixes sbox-issues/issues/5435)
10 Months Ago
Force push compiled surfaces & decals Fixes Facepunch/sbox-issues#5429
10 Months Ago
Component editor
10 Months Ago
Add [TestClass] to LibraryTests in library template Fixes Facepunch/sbox-issues#5418
10 Months Ago
Add some gizmo handles for VR components
10 Months Ago
Make Component.Reset() reset its PropertyAttribute marked properties
10 Months Ago
Return old studio lighting scene
10 Months Ago
Fix typo, not meant to pass high precision offset to fog, just direct position https://i.imgur.com/EGNuSTA.png
10 Months Ago
Remove references to texture cube arrays Remove all CPU path for envmaps, bindings, fingerprinting, etc, should've removed 3 years ago but now we're ready for it
10 Months Ago
Bindless cubemaps!
10 Months Ago
Shadow Cache + Time Sliced Shadows (#1535)
10 Months Ago
Print actual lightdesc for shadow map on debug markers, cleanup
10 Months Ago
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
10 Months Ago
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
10 Months Ago
Remove all atlas downsampling bullshit, not even being used Backport shadowcache from CS2 Backport more shadowcache code from cs2, start adapting lightbinner for new layout Remove ConsiderLight and LightEntry, they're bullshit now and overcomplicated, used to figure out which lights had priority but not needed anymore, data flow is leaner now Time sliced shadows + shadow caching Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply Pass per view lighting constants to shadow, transition barriers to fog Fix file move on vpc for shadowmap_texturebarrier_renderer.h
10 Months Ago
Make atmospherics on shadingmodel take position with offset directly, recompile terrain with it, fixes volumetric fog on terrain
10 Months Ago
Revert "Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently" This reverts commit 0985ef78fcb2e16747cb76f1e1c95a48d8567405. Fix publish page missing on certain package types Fix HasCodePath, HasAssetPath not working for single asset projects
10 Months Ago
VR: Fix angular velocity & velocity coordinate conversion
10 Months Ago
Tidy up
10 Months Ago
Early out / cut nesting
10 Months Ago
Restore the old filter here even if e.Resume() throws
10 Months Ago
Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere.
10 Months Ago
FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time
10 Months Ago
Fix EventSystem null exception LibrarySystem read/save version property, support switching versions
10 Months Ago
Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update
10 Months Ago
Actually enable it
10 Months Ago
Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate
10 Months Ago
Add overloads for filtering RPC recipients based on a predicate
10 Months Ago
VR: keep track of input deltas manually
10 Months Ago
Test Clean up - use TransformInterpolate class Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. Fix to allow interp property to be set by GameObjectHeader Serialize the interpolation bool with GameObject Combination of fixed update interpolator and networked interpolation buffer. Working nicely Some cleanup Some extra docs + let's call it Query to match the other class Use Time.Now Restore backward compat LerpTo Cull after, ensure move direct to last tx if query out of time but entries remaining Fix formatting Tiny tidyup
10 Months Ago
RPC in log for consistency
10 Months Ago
Better docs
10 Months Ago
Remove duplicate docs
10 Months Ago
Some fixes
10 Months Ago
BufferedHashSet<T>: For safely iterating over a hashset that can be modified without needing a copy Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes Sandbox.Game convars work in editor again Codegen IUpdateSubscriber and others on Components that implement those methods Scene update loop only iterates over enabled components that implement each of their methods; OnUpdate, OnFixedUpdate, OnPreRender
10 Months Ago
Use hasvalue etc
10 Months Ago
Inverse logic (doh!)