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22,418 Commits over 1,614 Days - 0.58cph!

10 Months Ago
ComponentTypeSelector: don't allow left arrow navigation if trying to name component
10 Months Ago
Reduce parallel cubemap updates on load, we allocate a new lightbinner for each new parallel view and each of them allocates a lot of new GPU buffers when they should be shared, I'll revisit this after shadowcache
10 Months Ago
Remove all atlas downsampling bullshit, not even being used Backport shadowcache from CS2
10 Months Ago
Use assets folder when collecting files for manifest Don't add asset browser node for projects without assets Don't collect assets from projects with no assets folder Don't save the project list in editor, only save the project list when adding from launcher Fix ProjectSettings path resolution, rename Project.Path to Project.ConfigFilePath Error fix
10 Months Ago
GPU Shadow Culling (#1523) --------- Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
10 Months Ago
Remove all atlas downsampling bullshit, not even being used Was accidentally creating new lightbinner (without light info I needed too) every frame :S CSceneSystem::GetLightBinnerStandard() is "FindOrCreate" while from CSceneView actually gets the actual one GPU Shadow Culling POC: Don't render shadows that are not visible by GPU depth bounds sc_show_rejected_lights enum support for VFX HLSL We dropped DX11 support so we can support it without a worry microsoft/DirectXShaderCompiler/wiki/Language-Versions#hlsl-2017 r_gpu_shadow_culling cvar, parallelize static light visibility tests Cone intersection for tiled light culling Bloat cones a wee bit, still do sphere culling for point lights Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights https://i.imgur.com/JwxhgOJ.png Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled Cast shadows of non culled lights, not culled lights.. wtf? Only debug draw actual shadow casters, add spot light debug drawer Fix debug views for dynamic lights, update comments
10 Months Ago
Fix debug views for dynamic lights, update comments
10 Months Ago
Change "build" naming to "export", makes more sense Wizard cleanup Share wizard code between publish/standalone
10 Months Ago
Initial standalone build wizard Standalone player exe Export into `data\` Copy all the stuff we want from core, base, citizen, bin Application.IsStandalone, don't try to load menu project if standalone Load from manifest, un-hardcode paths Fix paths, temporarily copy sbproj We should be able to get away with not copying these manually, asset system should handle it We need a few files from core, though Clean up, slightly improved wizard Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Better ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Include gamecontrollerdb.txt in standalone build Build queue before copying (so we get compiled assemblies) Temp copy video.json (because I'm sick of it launching in fullscreen) Split out data dir and game data dir Don't need to save off absolute game data path, just use relative path Temp copy some more stuff data/ conflicts with existing path, use export/ instead Load assembly, filesystem Copy base UI textures and fonts Cleanup Move standalone-specific stuff into StandaloneGameInstance Test fetching all code manifests Interop as array Safe copy Log copies Use code resources where we can Only copy compiled code resources Don't copy tool dlls Cleanup Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible Copy all core models too (mainly for box, sphere models) Wizard UX improvements Paths cleanup Rebase fixes Fix paths for new folder layout
10 Months Ago
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
10 Months Ago
Shadergraph: Add depth node
10 Months Ago
These two clothing icons were missed in the layout change
10 Months Ago
Update Facepunch.ActionGraphs Use ActionGraphCache when cloning / instantiating GameObjects
10 Months Ago
Clamp navmesh heightfield size to sane values to avoid alloc crash
10 Months Ago
Move editor addon .cs files to Code directories Update .git-blame-ignore-revs
10 Months Ago
Wizard UX improvements Paths cleanup
10 Months Ago
Copy all core models too (mainly for box, sphere models)
10 Months Ago
Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible
10 Months Ago
Pigtail Hair + Eyelashes Update + Fixes to .clothing files https://files.facepunch.com/daniel/1b1711b1/sbox-dev_KgSKudxKhV.jpg
10 Months Ago
Safe copy Log copies Use code resources where we can Only copy compiled code resources Don't copy tool dlls Cleanup
10 Months Ago
Interop as array
10 Months Ago
Test fetching all code manifests
10 Months Ago
Scope to active controller when looking for glyph vendor
10 Months Ago
Can use Alt+F4 to close the game
10 Months Ago
Force add compiled menu scenes
10 Months Ago
Yield in RenderThumbnailAsync to avoid Qt errors/crashes Fix trying to create layout in MixerDetail when a layout already exists Remove unused args Create libraries folder Libraries basics Editor and UnitTest folders should be in the root of the project code now needs to be in Code subfolder, assets need to be in Assets subfolder (hard coded and removed option to change) Move addon asset locations, fix tests Fix not mounting base/citizen Include library dll in publish Clean this code up a bit When loading assemblies, pre-resolve dependencies and load them in order This is probably wrong tbh. Should probably just be loading them all at once and letting it take care of it. Merge branch 'master' into packages Merge fixes Update minimal game template with new folder layout Libraries + new folder layout (read sbox-issues/discussions/5373)
10 Months Ago
Update minimal game template with new folder layout
10 Months Ago
Merge fixes
10 Months Ago
Scene reference debug view (Facepunch/sbox-issues#5161) (#1508) Expose game controller count to public API Fix crash when drag-dropping .sbproj into launcher Scene ref gizmo: only use weak references to graph elements So references from deleted graphs will hide ActionGraph: clear properties panel when selected node is deleted Yield in RenderThumbnailAsync to avoid Qt errors/crashes Fix trying to create layout in MixerDetail when a layout already exists ActionGraph: Fixed dragging out a signal reroute node Fix concave shapes not combining friction and restitution Use a mono mix buffer without volume scale to process lipsync, allows sound with zero volume to still drive lipsync Fix nav mesh generate trying to add bodies with no shapes Fix Asset.CompileIfNeededAsync getting stuck Compile all non-existing and out-of-date assets on project startup Opening project progress gets reported to splash screen Bunch of resources that were out-dated Dead code ActionGraph editor tabs (Facepunch/sbox-issues#4491) Fixed left trigger actions never being found Make AssetInspector an InspectorWidget, fold multiple inspector into it which hadn't worked for a while Fixes Facepunch/sbox-issues#5372 Add append shadergraph node Allow node result functions to spit out errors Make sure worker threads start when calling RunInThreadAsync( Action ) Log a warning if a task runs without yielding for more than 1s Facepunch/sbox-issues#4608 Add serialized array collection Fix lists (in structs?) not saving when list is empty, parent property not setting target object Merge branch 'master' into packages
10 Months Ago
Add serialized array collection Fix lists (in structs?) not saving when list is empty, parent property not setting target object
10 Months Ago
Clean this code up a bit When loading assemblies, pre-resolve dependencies and load them in order This is probably wrong tbh. Should probably just be loading them all at once and letting it take care of it.
10 Months Ago
data/ conflicts with existing path, use export/ instead Load assembly, filesystem Copy base UI textures and fonts Cleanup Move standalone-specific stuff into StandaloneGameInstance
10 Months Ago
Make sure worker threads start when calling RunInThreadAsync( Action ) Log a warning if a task runs without yielding for more than 1s Facepunch/sbox-issues#4608
10 Months Ago
Cast shadows of non culled lights, not culled lights.. wtf? Only debug draw actual shadow casters, add spot light debug drawer
10 Months Ago
Add append shadergraph node Allow node result functions to spit out errors
10 Months Ago
Make AssetInspector an InspectorWidget, fold multiple inspector into it which hadn't worked for a while Fixes Facepunch/sbox-issues#5372
10 Months Ago
Fixed left trigger actions never being found
10 Months Ago
ActionGraph editor tabs (Facepunch/sbox-issues#4491)
10 Months Ago
ActionGraph editor tabs (Facepunch/sbox-issues#4491) Error list now shows messages from all open graphs https://files.facepunch.com/ziks/2024-04-16/sbox-dev_aRXgE6cHMs.mp4
10 Months Ago
Build queue before copying (so we get compiled assemblies) Temp copy video.json (because I'm sick of it launching in fullscreen) Split out data dir and game data dir Don't need to save off absolute game data path, just use relative path Temp copy some more stuff
10 Months Ago
ActionGraph editor: View menu
10 Months Ago
Fix raising an existing ActionGraphView ActionGraph properties panel refactor
10 Months Ago
Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Better ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Include gamecontrollerdb.txt in standalone build
10 Months Ago
Action graph editor layout fixes
10 Months Ago
Fix formatting
10 Months Ago
Cull after, ensure move direct to last tx if query out of time but entries remaining
10 Months Ago
Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled
10 Months Ago
Fix Asset.CompileIfNeededAsync getting stuck Compile all non-existing and out-of-date assets on project startup Opening project progress gets reported to splash screen Bunch of resources that were out-dated Dead code
10 Months Ago
Include library dll in publish
10 Months Ago
Move addon asset locations, fix tests Fix not mounting base/citizen