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17,505 Commits over 1,338 Days - 0.55cph!

1 Year Ago
Move ui renderstates to ui/pixel.hlsl, no need to copy paste this all the time
1 Year Ago
Can call ComputeShader.Dispatch outside of render loop ConstantBuffer can be updated outside of render loop
1 Year Ago
Drop PS_OUTPUT for UI shaders
1 Year Ago
Complain if sizeFactor < 1 in RenderTarget.GetTemporary Delete RenderAttributes on the main thread Add Graphics.MeasureText Cleaning up
1 Year Ago
Trim ui shaders & simplify
1 Year Ago
Simplify program check
1 Year Ago
Refactor managed mapview drop target, add path for varying behaviour for different asset types, cleanup & comment
1 Year Ago
Citizen: LOD2/3 doesn't cull *_lower_* helpers anymore (see commit description) Previously, *_lower_* helpers were included in the cull list. However, the bone constraints still get computed under the hood, and the influence of those helpers crosses a boundary between different body regions, which could cause a problem: a bonemerged item that includes its own copy of the body meshes (for culling reasons) would still get the constraint applied, but the rest of the original body wouldn't (by virtue of the helper influence having been culled), creating a very ugly and noticeable seam. Citizen/clothing: posh dress LOD2 remade
1 Year Ago
New Outfit Piece! - Police Hat https://files.facepunch.com/daniel/1b2611b1/police_hat_present.png LODs coming ASAP.
1 Year Ago
Rewrite 99% of dof Adaptive downsample dof Any size blur kernel, more cleanup Some more dof cleanup, am going to wrap up in the morning
1 Year Ago
Citizen/clothing: posh dress skinning improvements + neck seam fix
1 Year Ago
Move FilmGrain to RenderHooks Moved MotionBlur Remove falloff stuff Move pixelate Chromatic Aberration Strip panini, lens distortion - don't work
1 Year Ago
Citizen/clothing: necklace LOD2 is in fact 3, not 2
1 Year Ago
Optional ps too
1 Year Ago
Fix vignette setting, add to devcam https://files.facepunch.com/garry/03c39271-9278-440b-97ca-7af444896246.mp4
1 Year Ago
Simply & strip post processing example
1 Year Ago
Converted DevCam ColorPanel PostProcess
1 Year Ago
Allow us to omit the VS section now
1 Year Ago
Fixed default font size not scaling to screen properly
1 Year Ago
Move depth of field to standalone renderhook Fix bind throttling being too severe Don't hide the glow outlines when pressing use
1 Year Ago
Allow entry points to be optional
1 Year Ago
Add Graphics.DrawIcon, Graphics.DrawQuad, Graphics.DrawRoundedRectangle Add Vector4.Length, LengthSquared, IsNearZeroLength Obsoleted Draw2D stuff can use Graphics stuff Converted addon code to not use Draw2D
1 Year Ago
Fix shader compile
1 Year Ago
Initial experiments Put HUD and GameUI rendering in hooks Switch to managed render hooks Change some Assert.NotNull to Assert.IsValid Switch post process to work in new system Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time) Added Render Events for BeforePostProcess and AfterPostProcess Support LOD/Bodygroups in RenderSceneObject managedrenderpipeline.h doesn't exist anymore Add render hooks for rendering just before viewmodel, just after viewmodel Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc Allow SetRenderTarget to set depth too Allow creating common depth formats Add RenderTarget Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes DrawSceneObject kind of do LODs properly In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha Add GenerateMipMaps, rip out a bunch of previous mipmap code Removed unused arg from SetTextureData When creating texture with data, if the data size is the size of the first mip and we have multiple then automatically generate the others (and go apeshit if the datasize is wrong) Throw exceptions is trying to set texture data with wrong size in c# Remove skia mipmap generation, let dx do it for us automatically Allow UI to use mipmaps Fix not being able to load materials during rendering GameLoop::PreRender ain't doing nothing Remove unused IScreenSpaceEffect Render state restores, allows nesting Let toolviews have the managed pipeline Let SceneCameras have a debug name Renderhooks linked to SceneCameras Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file Recompiled shaders Add TypeLibrary.GetDescriptions() - returns all types Add Material.GetShaderMaterial( shadername ); Add [SceneCamera.Default], which when applied to a RenderHook will add it to the camera by default Fix unable to compile shaders that aren't in the shaders folder Add HighlightRenderer Remove shameful debug code Refactor Let c++ threadpool execute shit in the main thread Add ManagedRenderSetup_t SceneCustomObject renders in the main thread Clean up SceneLayer enum insanity (which I added) Fix warning spam Render water on the opaque layer RenderHook has a OnFrame, called before any rendering is done - useful for placing SceneObjects etc Fix NRE in CodeCompileNotice Fix inspector history not letting objects garbage collect Fixed Option not being adopted by Toolbar, so never being released Add warning if double alloc in InteropSystem Allow direct access to camera's render hooks Allow tools access to all alive scenecameras Name the scenes Create Graphics.cs Move Render to Graphics Backwards compatibility fix Convert some addon side code to use Graphics instead of Render Graphics.Quad transition More Sandbox.Render -> Graphics Route Render Hooks to Graphics Get rid of draw quad with margin, add bloat
1 Year Ago
Route Render Hooks to Graphics Get rid of draw quad with margin, add bloat
1 Year Ago
Forgot this, pass asset name as string for now
1 Year Ago
Fix some sanity checks
1 Year Ago
Create a managed resource of any inherited type without explicitly assigning it, start moving Shader resource to game code Mark these as abstract, don't let children methods of GameResource override load, remove Shader from tools
1 Year Ago
Revert "Remove TryManagedCompile" This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd. Managed resource compiles sanely
1 Year Ago
Add shader asset type and empty resource compiler for it Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile Make HVfx be HShader, start adding shader handle from C# side Fix perspective on ui shader Iterate on shaders as assets Get boilerplate for managed asset compile Add used shader as material dependency Don't use error.vfx if we are not on tools mode (Issue 415) Don't do Shader assets on C++, it's awful Remove TryManagedCompile Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created Get target resource type from asset Gameresource load doesn't need to be templated, still needs cleanup Make CustomResource for internal managed resources that use custom decoding And shader uses CustomResource instead of GameResource Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed Start work for child hlsl include files to recompile parents that use it Add stub custom load methods for shader ManagedResource is a better name Remove MET shader browser, let's make it sexy using asset system and our UI Make MET use our sexy asset picker https://i.imgur.com/Mzzmynk.png Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET Make MET hints and shader select button intuitive https://i.imgur.com/BgHsRKI.png
1 Year Ago
Revert "Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code" This reverts commit 4e92c31729138ecdd74ad9ae2d11a6012cfcf97c. Revert "Fix perspective on ui shader" This reverts commit 6d087d7abf0752c7a35b0687d7322cbc4b5e2863.
1 Year Ago
Try using different SIMD function in IntersectSegmentTriangle as an attempt to fix rare raycast crash
1 Year Ago
Maybe fix a crash in state machines
1 Year Ago
Remove zero weights, don't need to save these Add the random, zero, one buttons
1 Year Ago
Use property editor for morph node Rename morphpose node to morphframe, consistent with animframe Update morph node from property editor Rename qnodeeditor_morphlist to qnodeeditor_morphframe
1 Year Ago
More Sandbox.Render -> Graphics
1 Year Ago
Graphics.Quad transition
1 Year Ago
Convert some addon side code to use Graphics instead of Render
1 Year Ago
Move Render to Graphics Backwards compatibility fix
1 Year Ago
Create Graphics.cs
1 Year Ago
Citizen/clothing: updated necklace (precise attachment rigging + jiggle + LOD0/2) (Fancy collision method with the chest disabled while issues with cloth physics are being investigated.)
1 Year Ago
Some more docs Make joining through Steam Friends work without the game being open
1 Year Ago
Citizen: fixed smile morphs (lipCornerPuller) not working
1 Year Ago
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }` Move ManifestMount to Sandbox.Engine Static ToolRender class uses the current CToolRenderContext context Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously Create a remote asset manifest within a map doc, save/load remote assets used within the map Simplify mapdoc remote asset manifest, no need for all these C++ bindings ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies` ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest Small cleanup in compilemap, it's okay not to have a .meta file, remove some debug logs Get the debug download text working again, use static dirtying this time so its safer / easier Fix null ref on new maps Use AssetSystem.InstallAsync when dropping a package on the map, delete all the old bullshit ManifestMount around here No need for CResourceCompilerMap::MountMapTransientAssets now, asset system mounts cloud automatically Save distinct Asset.Package idents of referenced assets on map save into the Asset.Meta, and make sure they are installed on map load Revert "Move ManifestMount to Sandbox.Engine" This reverts commit c1cbe1e2c3ce181ddde6f9633fe1861c04576bbf. Set the bounding box based on package metadata so you know how big the model is while it's still downloading - I think this metadata probably belongs in the Qt drop data Remove bad using When we're dragging on the map view with Qt, start a QTimer to run tool frames manually. This makes dragging packaged assets able to async properly since we can run our main thread synccontext and dirtied map nodes will actually re-render. Early out if the cloud assets already has the package, don't bother with any unnecessary remote fetching. Refactor and comment. Add Install to context menu of a packaged asset, have already found myself wanting this Icon indicators for installed cloud packages Remove the danger from this async code by using a reference to the CMapNode ID instead, can refactor this further but it's much less shit now Fix model getting stomped whilst dragging it around, for some reason the native free drag code restores from a baseline copy every drag event
1 Year Ago
Fix model getting stomped whilst dragging it around, for some reason the native free drag code restores from a baseline copy every drag event
1 Year Ago
Remove the danger from this async code by using a reference to the CMapNode ID instead, can refactor this further but it's much less shit now
1 Year Ago
More refactoring * Leaderboard has too many fields to justify being a struct anymore * Nested Leaderboard.Update and Leaderboard.Entry * Leaderboard<T> can inherit from Leaderboard now, much less repetition
1 Year Ago
Test operator documentation Merge branch 'master' of sbox
1 Year Ago
Allow direct access to camera's render hooks Allow tools access to all alive scenecameras Name the scenes
1 Year Ago
New Outfit Piece! - Hard Hat https://files.facepunch.com/daniel/1b2311b1/hard_hat_01.png Including LODs and some experimental jiggle bones.