reposboxcancel

20,865 Commits over 1,522 Days - 0.57cph!

11 Months Ago
Fixed RandomNodes.Int return type
11 Months Ago
Don't stomp sceneobject flags if passed an invalid override material Fixes glass etc. sbox-issues/issues/4461
11 Months Ago
Fixed dropping connection only a PlugIn with a const value / variable Fixed phantom connections when using plug context menu
11 Months Ago
Extra logging when out of order connect
11 Months Ago
Reduce network debug
11 Months Ago
Try to enforce a single voice recorder
11 Months Ago
Remove Thread_DrawDrawList mutex, seems to cause some issues on testing, working on a proper solution for it anyway
11 Months Ago
MapComponentMapLoader: prop_static is never in entity lump SceneMapLoader: don't create disabled lights MapComponentMapLoader: Static prop_physics are static
11 Months Ago
Fix steam lobbies not networking
11 Months Ago
Fix typo in GetGameObjectNodeDefinition name Fixed bugs with direct variable inputs
11 Months Ago
Clear entries in StringTable.Reset
11 Months Ago
Check for null in GetRepresentativeTextureSize (speculative fix) Handle stack overflows in a different thread
11 Months Ago
Make it better
11 Months Ago
SceneSunLight -> SceneDirectionalLight - consistent with component and native name Terrain: Brush strength/invert to compute shader Revert "Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute" This reverts commit e9ddbb31c58de3596aeecacae6f1b77d45c2c338. CI or whatever should opt out of this, Hammer running resourcecompiler and probably other stuff needs a valid one. Null check model in AssetVideo
11 Months Ago
WIP GetGameComponentNodeDefinition Fix filtering available nodes by context type Implement GetGameComponentNodeDefinition.BuildExpression https://files.facepunch.com/ziks/1b1211b1/sbox-dev_eARGP4qKRz.png
11 Months Ago
Only run DXT compute on platforms with full support
11 Months Ago
Re-add DXT compute staging texture for platforms that don't support block texel views (dx11)
11 Months Ago
Fixed most common exceptions
11 Months Ago
New Hair - Long Dreadlocks + LODs for Fisherman Jumpsuit
11 Months Ago
Fix null strings thinking they're not strings
11 Months Ago
Can call SetBodyGroups on ModelRenderer before it's enabled
11 Months Ago
Add Connection.GetUserData Add ClothingContainer.Apply( SkinnedModelRenderer )
11 Months Ago
Output member expansion https://files.facepunch.com/ziks/1b1211b1/sbox-dev_83NHqCSy23.png
11 Months Ago
Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation
11 Months Ago
Initial commit
11 Months Ago
Update DecalRenderer SceneObject when Size / Material is changed programmatically
11 Months Ago
When calling network broadcasting, can specify minimum connection state Connection.DisplayName, SteamId is via ConnectionInfo Reduce network debug output Remove ConnectionInfo on disconnect
11 Months Ago
Citizen/animgraph: tweak lipsync weightlist + set 1D bounds to [0,1]
11 Months Ago
Citizen/animgraph: the voice parameter now cancels out most mouth-related morphs so that the mouth is closed before the OVR lipsync operates (but some morphs can still partially leak through to retain some of the underlying expressions) + more MorphFrame expressions
11 Months Ago
Send current game ident with errors Assert if part of the modelcollider is invalid
11 Months Ago
Init and shutdown ovrLipSync in soundsystem
11 Months Ago
lipsync dll
11 Months Ago
Compile morph frame data into model keyvalues Make a tiny change in citizen to make sure it gets recompiled Add ovrlipsync thirdparty Plug skinned renderer into voice component to test lipsync https://files.facepunch.com/layla/1b1211b1/sbox.2024.01.12.03.48.43.mp4
11 Months Ago
Allocate output & intermediate textures right before dispatching DXT compute
11 Months Ago
Minor fix for GetMemRequired call, was giving it the wrong parameters 🤦‍♂️
11 Months Ago
Remove planar reflections from scenesystem, remove unused shared shader defs
11 Months Ago
Fix GPU DXT5 mips
11 Months Ago
Re-write dxt compute upload/read to not crash Run DXT5 on CPU for mips > 1 until I can figure out why this isn't working
11 Months Ago
Convert ComponentTypeSelector TextEdit to LineEdit
11 Months Ago
Updated noise icon from Jen
11 Months Ago
Fix morph frame property domain getting fucked after model compile
11 Months Ago
Change save dialog width and change the icon
11 Months Ago
Citizen: added a handful of new MorphFrame nodes for various expressions
11 Months Ago
Network Protocol++ Lobby list is more useful Set Application.GameIdent without the #local Add network protocol to lobbies Add StringTable.OnSnapshot Add UserInfo network string table
11 Months Ago
Remove ScenePortal/CMonitorObjectDesc, render a camera to texture for same functionality
11 Months Ago
Compile water shader UI doesn't consume vertex clipping or even skinning
11 Months Ago
Can mark these internal RPC methods as [Expose] now and make them private, remove old comments saying why they needed to be protected
11 Months Ago
Add game/config/input/common.json to .gitignore
11 Months Ago
Only bitch that vkQueuePresentKHR failed when it's an actual fail condition, some conditions are still considered and enqueued Fix pObjectName in RenderDeviceVulkan::Construct, empty string check was inverted VK Validation: Fix texture transition in CSceneSystem::DownsampleTexture, this is not to use depth stencils but will always assume color Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute VK: Remove deprecated debug marker in favour of debug utils, should be getting prettier output from GPU profiling tools too Remove a bunch of redundant vulkan render markers, makes gpu debugging finally show up properly nice looking https://i.imgur.com/7Mq0lhv.png Colors that don't melt my eyes Add a temp mutex to DrawDrawList to fix race condition when drawing from main thread Fix glow outline rendering https://i.imgur.com/cK9VbNB.png Renderdoc label colors for managed drawcalls were black Highlight.cs: should be SetCombo not Set Don't change fbstate with the viewport size, can cause it to be bigger than the fbstate size too, viewport offsetting is done just right below Make MultisampleScreen take the MSAA amount from the current context rather than from the main swapchain, fixes validation of effects using the wrong MSAA level as what the layer wants, fixes glow outlines in preview cameras Don't write glow to alpha, makes camera previews and screenshots not be translucent with them, compile shader Simplify water shader removing fog and other components, these would all be in it's own entity component now, much simpler, also the whole shader needs to be thrown away Never expose intermediary MSAA'd depth to the user, you're just opening a can of pain, use Depth::Get() method instead Shaders need removing old MSAA depth ("SceneDepth"/"DepthBuffer") Directional AO depth doesnt use MSAA Keep MSAA depth read for decals only Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used Delete viewmodel AO ( Will come back as a reuseable generic component for camera ), ripplecompute ( unused, shit ), fix depth fetching on Glass to use Depth::Get Remove crumbs of viewmodel ao
11 Months Ago
Cache sample rate so we're not always asking steamuser for it