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22,460 Commits over 1,614 Days - 0.58cph!

1 Year Ago
SceneModel.SetMaterialGroup -> SceneObject.SetMaterialGroup - dunno how I'd fucked this
1 Year Ago
ShaderGraph: Triplanar texture mapping nodes (#1198) Added Texture Triplanar and Normal Map Triplanar nodes
1 Year Ago
ShaderGraph: Triplanar texture mapping nodes ShaderGraph: Triplanar node tweaks ShaderGraph: Fix default settings for NormalMapTriplanar node
1 Year Ago
ILHotload runs hotloaded event
1 Year Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability Get ripples on new water shader High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything Don't sample ripples on shader if not using water entity Simplify cpu side of ssr, fix things for latest revision
1 Year Ago
Fix escape getting called twice Add Game.Disconnect() - to leave the current game session and return to the game menu
1 Year Ago
Revert AttachSteamAuthTicket
1 Year Ago
Authorization option for WebSocket, remove SetRequestHeader (duplicate functionality)
1 Year Ago
Backport simple water from SSR branch Water fog and refraction Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible Fix water ripple collision Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png
1 Year Ago
Add SetRequestHeader
1 Year Ago
Revert DisposeAsync, it actually isn't needed. Only dispatch Disconnect if we're connected. Add EnableCompression to set deflate options if their socket server supports.
1 Year Ago
ShaderGraph: Fix default settings for NormalMapTriplanar node
1 Year Ago
ShaderGraph: Triplanar texture mapping nodes ShaderGraph: Triplanar node tweaks
1 Year Ago
Tweak stats flushing logic Added BaseGameManager.OnEscapePressed() Add Cloud.ParticleSystem, Cloud.SoundEvent, Cloud.Shader Put developer preview in a few places so people don't think it's a finished game
1 Year Ago
Compile fix
1 Year Ago
Load phonemes from meta
1 Year Ago
Dump embedded wav phonemes to sound meta if we don't have a meta, meta takes priority over embedded
1 Year Ago
FPArms: include the hand_*_to_weapon_IKrule bones in the "X arm only" weightlists
1 Year Ago
foliage shader: transmissive features (transmissive in general seems fucked though, one for sam though)
1 Year Ago
If -project was already added but inactive, make it active Stop opening cloud menu for -project launched games
1 Year Ago
ComputeShader use Material.FromShader, support using resource paths e.g new ComputeShader( "shaders/cs_compress.shader" ); Don't call Environment.Exit on ProcessExit, but make sure we still flush managed SentrySdk just before TerminateProcess
1 Year Ago
Setup model viseme data and phoneme mapping from model keyvalues Drive faceposer with model viseme data while we have this tool Update mouth state Apply visemes to baseanimating with game weights Flex overrides takes priority over game weights Add phoneme mapping to model metadata so it doesn't have to be hardcoded in engine
1 Year Ago
Add hotload support for svgs
1 Year Ago
Restrict people doing dumb stuff like flushing the stats after ever increment Increase time between stat refreshes
1 Year Ago
Add ComputeBuffer<T> class for creating, reading and writing GPU buffers for usage with ComputeShader Structured buffers, byte address buffers and append structured buffers are all supported. https://wiki.facepunch.com/sbox/Compute_Shaders
1 Year Ago
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader Can be passed to RenderAttributes.Set( string, ComputeBuffer ) Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int ) Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int ) Can set/copy data outside a graphics block Flush this shit when using ComputeBuffer in a sync way, I'll do it a different way for an async/callback API API makes more sense to be ComputeBuffer<T> Drop access type to keep things simple, add List<T> SetData variants, add elementOffset arguments, additional error checking AppendConsume buffers still need the structured buffer flag too ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics Don't make ByteAddress buffers with unordered access Docs, GetData alternative with no count, checks for disposed buffers
1 Year Ago
WebSocket implements IAsyncDisposable. When disposing websocket because of TaskSource cancellation, do so async and complete the WS close handshake if we can. If we receive a ConnectionClosedPrematurely message, only actually disconnect + dispose if the connection is no longer open. Call TaskSource.OnSessionEnded in GameMenuDll when resetting environment.
1 Year Ago
Can access friends list from IGameMenu (Game.Menu.Friends)
1 Year Ago
Make stats flush less spammy
1 Year Ago
Api for getting player stats
1 Year Ago
Clean up CLoopTypeClientServer::Update (I think this makes sense?) Fix client tick input context not pushing
1 Year Ago
Clientside Anim Fix (#1188)
1 Year Ago
Register model meta as file dependency Allow managed to add to modeldoc tools menu Add viseme editor https://files.facepunch.com/layla/1b2511b1/sbox-dev_QrIn49oBOM.mp4 Compile viseme data into citizen model
1 Year Ago
Throw an exception when Package.Download gets cancelled, fixes #1184 and sboxgame/issues#3677
1 Year Ago
This UI shader tweak makes it so that full screen panels don't have a 1 pixel gap around the edges Editor play controls Fix stylesheet absolute paths not resolving on listen server Add Service.Stats.FlushAsync - Send any pending stats to the backend and wait for ingestion Can edit stylesheets when paused in listen server Fix FlushAsync
1 Year Ago
Tentative fix for rich presence setting steam_player_group to invalid SteamIDs, grouping players incorrectly
1 Year Ago
Fix clothing container causing assert when calling SetBodyGroup on a entity with no model
1 Year Ago
FPArms: added new debug animations for twist constraints, moved debug anims into prefab
1 Year Ago
Rubikon: Sphere shape keeps a unscaled copy so rescale can never be incorrect, fixes sphere scale out of sync on client. Sphere and Capsule refresh debug shape on rescale.
1 Year Ago
Fix devcam inputs
1 Year Ago
Fixed game menu Input not working
1 Year Ago
Added ThreadSafe.CurrentThreadId (fixes sboxgame/issues/issues/3679)
1 Year Ago
Re-organise these UI files to be less confusing Re-organise these UI files to be less confusing Add Input.Context Fix gamemenu losing mouse cursor Merge fix
1 Year Ago
Moved more core assets to asset party
1 Year Ago
Delete unused method Fix and simplify condition that could never be true
1 Year Ago
Update compiled shaders with AO changes
1 Year Ago
Attempt to treat mousewheel input more logically Continue to update mouse position in relative mode even though it makes no sense
1 Year Ago
[Pick] Composite baked AO into diffuse lighting
1 Year Ago
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png
1 Year Ago
Backport simple water from SSR branch Water fog and refraction Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible Fix water ripple collision Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan [Pick] Composite baked AO into diffuse lighting