reposboxcancel

22,512 Commits over 1,614 Days - 0.58cph!

1 Year Ago
Extra logging when out of order connect
1 Year Ago
Reduce network debug
1 Year Ago
Try to enforce a single voice recorder
1 Year Ago
Remove Thread_DrawDrawList mutex, seems to cause some issues on testing, working on a proper solution for it anyway
1 Year Ago
MapComponentMapLoader: prop_static is never in entity lump SceneMapLoader: don't create disabled lights MapComponentMapLoader: Static prop_physics are static
1 Year Ago
Fix steam lobbies not networking
1 Year Ago
Fix typo in GetGameObjectNodeDefinition name Fixed bugs with direct variable inputs
1 Year Ago
Clear entries in StringTable.Reset
1 Year Ago
Check for null in GetRepresentativeTextureSize (speculative fix) Handle stack overflows in a different thread
1 Year Ago
Make it better
1 Year 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
1 Year Ago
WIP GetGameComponentNodeDefinition Fix filtering available nodes by context type Implement GetGameComponentNodeDefinition.BuildExpression https://files.facepunch.com/ziks/1b1211b1/sbox-dev_eARGP4qKRz.png
1 Year Ago
Only run DXT compute on platforms with full support
1 Year Ago
Re-add DXT compute staging texture for platforms that don't support block texel views (dx11)
1 Year Ago
Fixed most common exceptions
1 Year Ago
New Hair - Long Dreadlocks + LODs for Fisherman Jumpsuit
1 Year Ago
Fix null strings thinking they're not strings
1 Year Ago
Can call SetBodyGroups on ModelRenderer before it's enabled
1 Year Ago
Add Connection.GetUserData Add ClothingContainer.Apply( SkinnedModelRenderer )
1 Year Ago
Output member expansion https://files.facepunch.com/ziks/1b1211b1/sbox-dev_83NHqCSy23.png
1 Year Ago
Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation
1 Year Ago
Initial commit
1 Year Ago
Update DecalRenderer SceneObject when Size / Material is changed programmatically
1 Year Ago
When calling network broadcasting, can specify minimum connection state Connection.DisplayName, SteamId is via ConnectionInfo Reduce network debug output Remove ConnectionInfo on disconnect
1 Year Ago
Citizen/animgraph: tweak lipsync weightlist + set 1D bounds to [0,1]
1 Year 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
1 Year Ago
Send current game ident with errors Assert if part of the modelcollider is invalid
1 Year Ago
Init and shutdown ovrLipSync in soundsystem
1 Year Ago
lipsync dll
1 Year 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
1 Year Ago
Allocate output & intermediate textures right before dispatching DXT compute
1 Year Ago
Minor fix for GetMemRequired call, was giving it the wrong parameters 🤦‍♂️
1 Year Ago
Remove planar reflections from scenesystem, remove unused shared shader defs
1 Year Ago
Fix GPU DXT5 mips
1 Year 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
1 Year Ago
Convert ComponentTypeSelector TextEdit to LineEdit
1 Year Ago
Updated noise icon from Jen
1 Year Ago
Fix morph frame property domain getting fucked after model compile
1 Year Ago
Change save dialog width and change the icon
1 Year Ago
Citizen: added a handful of new MorphFrame nodes for various expressions
1 Year 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
1 Year Ago
Remove ScenePortal/CMonitorObjectDesc, render a camera to texture for same functionality
1 Year Ago
Compile water shader UI doesn't consume vertex clipping or even skinning
1 Year Ago
Can mark these internal RPC methods as [Expose] now and make them private, remove old comments saying why they needed to be protected
1 Year Ago
Add game/config/input/common.json to .gitignore
1 Year 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
1 Year Ago
Cache sample rate so we're not always asking steamuser for it
1 Year Ago
Trace.RunAll Support (#1434) * Initial commit * Returns IEnumerable, order by Fraction * Fixed return type on public method
1 Year Ago
ActionGraph: directly use variables for inputs, reachability fixes https://files.facepunch.com/ziks/1b1111b1/sbox-dev_zsJbxaO0TC.mp4 https://files.facepunch.com/ziks/1b1011b1/NVIDIA_Share_k0NTtOlpgq.png
1 Year Ago
BuildBoneHierarchy typo fix, add SkinnedModelRenderer.GetBoneObject( Bone / int )