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22,485 Commits over 1,614 Days - 0.58cph!

1 Year Ago
Add SceneParticles.SetNamedValue( string name, Vector3 value )
1 Year Ago
Update shader build github workflow
1 Year Ago
Fix out of bounds write in tiled_light_builder_cs causing nasty undefined behaviour Tiled lighting branches properly, ideally this should be matured enough to not need to be toggled as it's vital to high perf
1 Year Ago
ByteStream tweaks Put unit test project downloads in .source2 Application.IsUnitTest is true during unit tests Basic, unoptimized message splitting Reduce steam networking debug output Collect game assemblies on join
1 Year Ago
Old envmap code Fix cubemaps always using 1 extra cubemap they shouldn't be (need shader rebuild) Before: https://files.facepunch.com/matt/1b0211b1/sbox_ZJY2zoiVoF.png After: https://files.facepunch.com/matt/1b0211b1/sbox_Gvuv88s1oY.png convolve_environment_map.shader - optimized compile + vk shader
1 Year Ago
Handshake reduce
1 Year Ago
Revert "Clamp panel scroll so you can't hyperscroll into oblivion" This reverts commit ae00da50dc4754cfcae051e09e621346f06c8343. This broke inversed axis scrolling, incorrect fix
1 Year Ago
Gather required packages & menu packages from server's game
1 Year Ago
Whitespace collapses by default & switch white-space to enum
1 Year Ago
Submit a VRTextureWithPose_t to compositor
1 Year Ago
New Outfit Piece! - Loose Jumper LODs and skinning adjustments coming asap
1 Year Ago
Re-add some VR native submit code, looks like it got removed by mistake
1 Year Ago
Engine unit tests (disabled) Remove unused Prepare for -joinlocal Handshake json messaging Create NamedPipeTest.cs Fixes
1 Year Ago
Fix can't run sandbox.engine console commands from in game console
1 Year Ago
Named pipes 😊🔫
1 Year Ago
Refactor
1 Year Ago
Handshake framework Refactor
1 Year Ago
Fix VR stereo camera positioning
1 Year Ago
Merge latest Valve rendersystemvulkan & rendersystembase changes Primarily this is switching to use VMA, but also dozens of major and minor fixes and general upstream parity with our own changes distinct and clear.
1 Year Ago
Update renderstate
1 Year Ago
VR legacy layer uses real values (don't like this but I don't see any other way, we can remove it later) Fill device roles for tracked devices
1 Year Ago
Merge latest rendersystemvulkan changes
1 Year Ago
Validate material Don't need this transform code
1 Year Ago
Set mesh instance as owned, destroy existing mesh instance on update Expose ProjectedDecalSceneObject to public
1 Year Ago
Add Expose attribute to StereoTargetEye
1 Year Ago
VR Refactor (#1286)
1 Year Ago
Update Facepunch.ActionGraphs Support for node plugs in title bars Support for overriding getting relevant nodes without an input type Merge branch 'master' into vr-refactor
1 Year Ago
Not using this anymore Input stubs for legacy games
1 Year Ago
Update Facepunch.ActionGraphs Support for node plugs in title bars Support for overriding getting relevant nodes without an input type
1 Year Ago
Fix rendering (this got fucked in the rebase, oops)
1 Year Ago
Merge fixes
1 Year Ago
[Squash] Initial managed VR code, delete VR project [Squash] Add `IsLeftHandDominant`, `Enabled` properties + `TriggerHapticVibration` [Squash] Document TrackedDevice, remove unused, update skeletal data Submit all the info we need to camera renderer + start rewriting stereo rendering [Squash] Initial managed VR / stereo rendering logic [Squash] Poll events & get poses correctly [Squash] Don't do blit copy for each eye (works as long as `r_aoproxy_enable 00`), submit for DX11 https://files.facepunch.com/alexguthrie/1b1311b1/qrenderdoc_wLfY06ol2a.png [Squash] Bind GetLastPoses, clean up Update OpenVR from 1.16.8 to 1.26.7 (latest) [Squash] Fix IPD calc, camera positioning, fix InchToMillimeter that was converting from mm to inch [Squash] Dispatch submit func from scenesystem, do submit on render thread [Squash] Digital / skeletal / pose action data + helper funcs for retrieving all action data Remove unused (mostly legacy stuff) # Conflicts: # engine/Sandbox.Engine/EngineLoop.cs Revert "Remove unused (mostly legacy stuff)" This reverts commit ab8ea1a69e47ddff1367df4d5f00a1975def5d99. Vulkan - explicit timing/post present handoff, submit logic # Conflicts: # engine/Sandbox.Engine/EngineLoop.cs Remove runtime VR enable/disable Doesn't work for vulkan which is what we're aiming to eventually primarily support - ideally we want something like this issue describes: ValveSoftware/openvr/issues/993 I did try re-creating the render device whenever VR was enabled/disabled but couldn't get this working and I think fixing it is out-of-scope here. [Squash] Refactor HMD-specific tracking code [Squash] Finish VR analog/digital input, clean up [Squash] Vulkan submit tweaks, log compositor errors
1 Year Ago
Vulkan BarrierHelper Use barriers for the multipass texture downsampling, this was messing up our depth pyramid making mips look like this: https://files.facepunch.com/matt/1b3111b1/qrenderdoc_bn7FgvAx1n.png
1 Year Ago
Warn if interopgen structs are less than pointer size, so should be marked with [small] Mark some stuff as [small] Bind SteamNetworkSocket, SteamNetworkConnection Cleanup
1 Year Ago
Move these procedural layer renderers to not be inline, drop Vr prefix from quad renderer Move tiled light culling to it's own layer renderer ( this should be per-view in the lightbinner really, but I can't touch that right now ) Buffer barriers on the culled lights buffer
1 Year Ago
Vulkan submit tweaks
1 Year Ago
Log compositor errors 🤦‍♂️ Texture is already transitioned when we receive it in managed - don't try to transition it again!! SetSteamVrCompositorTexture signature simplified
1 Year Ago
Remove runtime VR enable/disable Doesn't work for vulkan which is what we're aiming to eventually primarily support - ideally we want something like this issue describes: ValveSoftware/openvr/issues/993 I did try re-creating the render device whenever VR was enabled/disabled but couldn't get this working and I think fixing it is out-of-scope here. Refactor HMD-specific tracking code Test overriding interleaved reprojection Finish VR input Document ivrcompositor Clean up
1 Year Ago
Make GraphView.FormatTypeName public
1 Year Ago
Reference Facepunch.ActionGraphs, NodeEditor abstraction (#1311) * Allow references to Facepunch.ActionGraph in editor code * Add some basic node definitions * Expose TypeLibrary members as nodes * Refactor NodeGraph to support dynamic nodes * Hotload: fix before / after constraints on upgrader ordering * TypeLibrary.GetSerializedObject overload accepting a getter * Add [Flags] to DockProperty * Allow custom exception stack trace inspectors * Skip HideInEditor properties in ControlSheets
1 Year Ago
Update Facepunch.ActionGraphs Rework comment and reroute nodes in action graph
1 Year Ago
Moved tiled rendering buffers to lightbinner, where it should belong Remove members that have long been deprecated, start adding support for structured buffer lights Move all cbuffer stuff to legacy, standard will only have structured buffer path Start implementing structured buffer lights data structure Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now Remove bMixed from LightEntry, it's complete bullshit, let static lights render only dynamic objects when doing shadows Unified shadow casting, map indexed lights so we can fetch them easily and without needing to order sequentially, remove more deprecated stuff Get rid of lightbinner_legacy completely Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader Remove CSunLightManager, used for old pre-hlvr sun rendering, a lot of code that's only used for dynamic sunlight different to everything else in light rendering Remove more unused parameters from lightbinner Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight Lightcookies and point lights Remove multiview constants from lightbinner, these have been getting in my way, and we need to think a better way to handle instanced viewports, I'm leaving it to a bigger cleanup later Start Envmap support on new lightbinner, remove unused environment_map.fxc Start MATERIAL_LIGHT_DIRECTIONAL support for lightbinner, sets up frusta for lights Fix conflicts from merge that added removed stuff
1 Year Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing Updated ActionJigs Some more node types Support deserializing system types if TypeLibrary is okay with them Error messages in node tool tips Added GraphView.GetRelevantNodes Node graph HandleConfig refactor Allow arbitrary nesting in node creation context menu Default handle color tweak Update Facepunch.ActionJigs Hotload: fix before / after constraints on upgrader ordering TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty Constant nodes Node interface tweaks Update() node UI after Layout() calls Update ActionJigs Try to get nodes to redraw on change Post-rebase fixes I missed Updated Facepunch.ActionJigs GraphView.CenterOnSelection Allow custom exception stack trace inspectors Update Facepunch.ActionJigs Update Facepunch.ActionJigs Null literal node Can get / set fields with nodes INode.CanClone, CanRemove Post-rebase fixes Update ActionJigs, expose some more reflection info Some more nodes Support for comment nodes in Action graphs Skip HideInEditor properties in ControlSheets Action node display tweaks PlugIn respects ShowLabel Rerouting fixes Fixed handle config names for generic types Action link pulsing in editor Json ignore / hide ShaderNode.DisplayInfo Dynamically size input / output plugs Fix updating plug types in shader graph Fix not being able to drop on a reroute node Fixed ActionJig test Put ActionJigDebugger in its own file Jig -> Graph Update Facepunch.ActionGraphs Update Facepunch.ActionGraphs Update Facepunch.ActionGraphs Some more node definitions Enum constant node
1 Year Ago
Citizen/animgraph: fixed foot IK parameters also affecting hands
1 Year Ago
Citizen/animgraph: new parameters for "manual" / code-side IK, removed b_vr
1 Year Ago
Fix OnEscapePressed
1 Year Ago
Add PhysicsBody.Surface, PhysicsShape.Surface Add Input.EscapePressed
1 Year Ago
FPArms: another pass at movement anims
1 Year Ago
Fix native dsn again Fix not writing .version etc if commit message was empty
1 Year Ago
Remove "This AddShape method isn't properly implemented yet. Sorry." it should be now