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20,222 Commits over 1,522 Days - 0.55cph!

1 Year Ago
New Hair + update of the hair .clothing icons Some adjustments to the hair color textures, fixes to the black and blonde hair colors, look a lot more believable.
1 Year Ago
Documentation pass
1 Year Ago
Change how cookie expiration works Getting a cookie now refreshes its expiration date. This fixes cases where cookie would be deleted after not being set for a while, even when it is being used, such as game configurations in tools. Expired cookies no longer get deleted on game start up. They now have a 24 hour delay after expiring and being deleted, during which using/setting them resets expiry date. This is meant to fix cases where you'd essentially lose all data after not launching the game in over 30 days.
1 Year Ago
This should fix an issue where switching pawns could sometimes break inputs
1 Year Ago
Add Draw.LineBBox Fix transform not cascading Code cleanup Graphics.Draw will render in chunks of larger than dynamic vertex buffer size Add Draw.LineSphere
1 Year Ago
Line rendering https://files.facepunch.com/garry/4db936f7-ebb1-4297-adaf-a2e06e85c0a1.mp4
1 Year Ago
Remove generate_decal_normals If we didn't find error shader don't bother trying to find a fallback you wouldn't get, just remove the layer, allows us to compile shaders from scratch with everything removed
1 Year Ago
Fix documentation error
1 Year Ago
Add Scene.Draw Bind CFrustum Add SceneCamera.ToScreen( world ) Add Scene.Draw.Text
1 Year Ago
Switch to global static Cleaning, pooling Add Scene.DrawParticles
1 Year Ago
hlsl_parser: strip D3D9 const defs hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers rendersystemvulkan: add missing debug utils check initialize these hlsl string variables so dxc likes them fix vulkan shader errors vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess Use DXC shader names MainVs, MainPs etc in vulkan pipeline rendersystemvulkan: remove VK_EXT_debug_report completely to remove confusion with VK_EXT_debug_utils vfx_vulkan: serialize reflection info in compiled shader Update descriptor set bindings for HLSL -> SPIR-V Update Vulkan SDK + Volk so we can have VK_EXT_graphics_pipeline_library volk.c: restore valve platform defines fix rendersystemvulkan requiring raytracing extension Hidden uav counters work on pixel shaders Update descriptor sets for new descriptor types & binding offsets from hlsl->spirv rendercontexts set associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads Cleanup, small fixes, kill some dead code vulkan_async_descriptors Yank away solidcolor, seems only old glow used it Fix warnings and errors in vfx compilation for vulkan Fix projected_decals crashing shader compiler Discard packoffset conflicts on vulkan, we don't care about code path, fix conficts on convolve envmap Haha it'd be helpful if we actually call this method that sets all the shader param data. Now samplers actually get bound and we're rendering Forgot to commit this amongst debug crap
1 Year Ago
Haha it'd be helpful if we actually call this method that sets all the shader param data. Now samplers actually get bound and we're rendering
1 Year Ago
Fix projected_decals crashing shader compiler Discard packoffset conflicts on vulkan, we don't care about code path, fix conficts on convolve envmap
1 Year Ago
Remove include files from deprecated rendering paths that should've been removed 2 years ago Remove DebugInfoLayerRenderColorizeSplits from legacy CSM code Remove include files that we removed from shaders that we still use, remove deprecated shaders
1 Year Ago
Add toolbar button to reset all parameters to their default values
1 Year Ago
Selection tests Store IHandles in a dictionary, so hotload doesn't look through a 64 million index list of nulls
1 Year Ago
Added Favorites section to Asset Browser https://files.facepunch.com/rubat/1b0911b1/sbox-dev_UzQGU9JpQo.mp4
1 Year Ago
Animgraph: Save and restore param values between preview sessions https://files.facepunch.com/layla/1b0911b1/sbox-dev_oZhQGlqC9a.mp4
1 Year Ago
Add SceneWorld.DeletePendingObjects() Add BBox.Trace + Tests Add Sphere.Trace + tests add proof of concept
1 Year Ago
Yank away solidcolor, seems only old glow used it Fix warnings and errors in vfx compilation for vulkan
1 Year Ago
Bump up modeldoc physics substeps to 4
1 Year Ago
Fix crash getting flex overrides
1 Year Ago
Sandbox.WebSurface - Add Sandbox.WebSurface - Add Editor.Widgets.WebWidget - Add Sandbox.UI.WebPanel - Add Game.CreateWebSurface() - Add Editor.Utility.CreateWebSurface()
1 Year Ago
Obsolete KeyModifiers, OnButtonTyped takes a ButtonEvent
1 Year Ago
Fix fps_max reducing framerate
1 Year Ago
Editor.SFM to Editor.Sfm
1 Year Ago
Handle running without steam (for -test)
1 Year Ago
SetProcessDpiAwareness
1 Year Ago
Call static constructors in bootstrap Strip debug output
1 Year Ago
SFM can load asset.party maps https://files.facepunch.com/matt/1b0811b1/sbox_4lTLLT5Rcm.png
1 Year Ago
hlsl_parser: strip D3D9 const defs hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers rendersystemvulkan: add missing debug utils check initialize these hlsl string variables so dxc likes them fix vulkan shader errors vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess Use DXC shader names MainVs, MainPs etc in vulkan pipeline rendersystemvulkan: remove VK_EXT_debug_report completely to remove confusion with VK_EXT_debug_utils vfx_vulkan: serialize reflection info in compiled shader Update descriptor set bindings for HLSL -> SPIR-V Update Vulkan SDK + Volk so we can have VK_EXT_graphics_pipeline_library volk.c: restore valve platform defines fix rendersystemvulkan requiring raytracing extension Hidden uav counters work on pixel shaders Update descriptor sets for new descriptor types & binding offsets from hlsl->spirv rendercontexts set associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads Cleanup, small fixes, kill some dead code vulkan_async_descriptors
1 Year Ago
Add r_albedo_chart and add as bindable command in hammer
1 Year Ago
Cleaned up
1 Year Ago
Fix PreLayout being called at all times for razor panels
1 Year Ago
Add a download progress bar & add some comments mocking my shit code, it's good enough to extend SFM which I doubt we'll end up adding anymore C# to
1 Year Ago
Throw some comments on Sandbox.HtmlSurface Update HtmlSurface.cs
1 Year Ago
Use weak reference in SteamHtmlSurface, so they can actually get collected
1 Year Ago
Setup interop for SFM (wow this is easy now) CMovieDoc::LoadLevel accepts idents, shit quick code to provision map packages Simple cloud map picker for SFM using the asset browser
1 Year Ago
Clean up, expose HtmlSurface as different classes for Game and Tools - because we'll want to reliably sandbox the game ones
1 Year Ago
Create scene objects for light entities
1 Year Ago
Should fix running with -game not working
1 Year Ago
Cleanup Pass VirtualKey and KeyboardModifiers down in panel ButtonEvent Fix callback name
1 Year Ago
Promote KeyboardModifiers and MouseButtons to Sandbox.System Hook keyboard input
1 Year Ago
Tweaks to oil_drum_explosive breakpiece collision
1 Year Ago
10 example DMX scenes
1 Year Ago
Cleanup IESLoader
1 Year Ago
Send steam callbacks through engine instead of client Add Pixmap.UpdateFromPixels( ... ) Web Browser poc
1 Year Ago
Add [STAThread] to main to fix qt dialogs from hanging
1 Year Ago
Game is now launched via .net exe
1 Year Ago
Add St&alone Test, make clear work