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

11 Months Ago
Add InitFromMesh to modeldoc utils - tries to automatically build document from mesh file SessionImportFromModel uses InitFromMesh
11 Months Ago
Prevent multiple OnEnable and OnDisable calls for people doing nonsensical things like reenabling parent gameobject in component OnEnable
11 Months Ago
New Outfit! - Space Suit https://files.facepunch.com/daniel/1b2711b1/Photoshop_ImaSTMln2y.png LODs and small skinning adjustments coming ASAP.
11 Months Ago
Docs, GameControllerExtensions to internal Why the fuck are you there
11 Months Ago
CVfxStackMachineBuilder::FindConstant case insensitive
11 Months Ago
Make sure to set the size of svg glyphs Keep current glyph API intact, add new version to control outline
11 Months Ago
Change InputMotionData to reflect new API
11 Months Ago
Remove my #ifdef V_COMPILER_MSVC usage
11 Months Ago
SCSS: Don't apply animation styles before/after if fill mode is none sbox-issues/issues/5273
11 Months Ago
Make Controller internal + sealed
11 Months Ago
Move GameController ctor to implementation Remove FindControllers, does nothing, was a test for me Native cleanup, add safety, fixed controller disconnect crashing game
11 Months Ago
Forgot to get rid of this method 🤦
11 Months Ago
Remove controller binding panel (not used)
11 Months Ago
This should be engine internal, expose with EditorUtility Remove debug line
11 Months Ago
Regenerate project solution when compiler settings are changed - fixes Facepunch/sbox-issues#4801 Update spirv-reflect Fix spirv-reflect bug with output_vertices being stomped Validate geometry shaders [maxvertexcount] to not exceed limits - fixes Facepunch/sbox-issues#4738
11 Months Ago
ModelBuilder.WithLodDistance specifies the lod level the distance is for
11 Months Ago
Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings
11 Months Ago
Add PhysicsShape.Sphere and PhysicsShape.Capsule to get properties for these shape types
11 Months Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c# Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler GGX filtering Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples Assert isn't valid anymore in ComputeImageViews since we can pass a cube array Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV Remove unsued, clean up Dynamic cubemap component settings Remove the old BuildCubeMaps Add WidgetUtil.CreateSwapChain NativeRenderingWidget renders in regular render path Fix RenderDeviceInfo_t wrong size Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers) CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 ) Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering Use high quality GGX filtering if baking cubemap as OnEnabled Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray Don't fetch render attributes from context, that's composited over, fixes a crash Assert when UAV Index is invalid
11 Months Ago
Mesh Editor: Add button to select all faces
11 Months Ago
Add PhysicsShape.Triangulate
11 Months Ago
MeshComponent sets scene object tags when they change
11 Months Ago
Input will tick before layout is computed on a newly created panel, so check null. Fixes Facepunch/sbox-issues#5268
11 Months Ago
SCSS: Implement rem and em https://files.facepunch.com/alexguthrie/1b2611b1/sbox-dev_f5t9eFrLSk.png
11 Months Ago
Remove dupe convars_save Api.GetAsync throws if status code not OK
11 Months Ago
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
11 Months Ago
Add IEnumerable<Type>.GetCommonBaseType() CanEdit.CreateEditorFor( Array ) uses the most common base type. Fixes Facepunch/sbox-issues#5233 About to show!
11 Months Ago
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
11 Months Ago
FindRenderStateInfo case insensitive Support pascal case filter enums
11 Months Ago
Fix NRE when running Game.Close in the editor Toggle play when running Game.Close in the editor
11 Months Ago
Set InputState.Ignore if game isn't being played
11 Months Ago
CMaterialSystem2::GetVfxPlatformType default to SPIRV
11 Months Ago
Fresh shaders
11 Months Ago
Remove HLSL/GLSL compatibility funcs Delete unused Gather4Red macros Use normal precise keyword Piss off Dx9Sampler What the fuck is SV_ScreenPosition, delete pre SM 4.0 semantics Unused tessellation macros vr_cubemap_fog include common_samplers Fuck these Front/BackFace macros Useless redefines
11 Months Ago
vfx_vulkan: actually fail if any of this validation fails, add another validation check for binding ids vfx_vulkan: improve error feedback Remove domain/hull shaders (they weren't working, Valve already deleted them, compute better)
11 Months Ago
vfx_vulkan: never disable optimizations, this was fucking spirv-reflect and the compile time difference is minuscule Don't have a different fastMode shader compile, it doesn't do anything now Matching register offset check in AddSamplerStateVariableToCommandBuffer, same as SetSamplerStateValueFromVariable (prevent oob write) Bind some default shader resources to prevent crashes, this stuff shouldn't be hit normally so warn/assert it's likely solved by a shader recompile otherwise yell at me
11 Months Ago
Disable parallel solver
11 Months Ago
Add BodyGroups and MaterialGroups in Prop Component
11 Months Ago
If collision source can't get game object from collider, try to get it from body Add collision events to ModelPhysics
11 Months Ago
Mesh Editor: Add snap to vertex
11 Months Ago
Mesh Editor: Add edit logs to face operations Mesh Editor: Clear selection on tool disable
11 Months Ago
Mesh Editor: Add new faces to selection on DetachFaces
11 Months Ago
Mesh Editor: Add snap edge to edge https://files.facepunch.com/layla/1b2311b1/sbox-dev_47gpBlC2me-00.00.00.000-00.00.21.192.mp4
11 Months Ago
Don't switch to object tool after creating block
11 Months Ago
Block tool saves last material used
11 Months Ago
Add PrimitiveBuilder.Material
11 Months Ago
Mesh tool selection and block tool are inspector widgets like they should have been in the first place
11 Months Ago
Clean up mesh control widget
11 Months Ago
CreateModelFromPolygonMesh add mesh collision automatically
11 Months Ago
Add modeldoc PhysicsMeshFromRender