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21,919 Commits over 1,583 Days - 0.58cph!

Yesterday
Don't run morph code when using vertex cache
Yesterday
Fix incorrect offset to CalculateMorphSubrectData
Yesterday
Define MORPH_TEXTURE_ATLAS_WIDTH as g_nMorphTextureAtlasWidth when in compute
Yesterday
Compute morphs, normals and tangents in skinning compute shader
Yesterday
Overlay is considered a game layer since it draws to color, fixes depth prepass for overlays, remove overlay prepass from renderpipeline_standard
Yesterday
CommandList.GetRenderTarget with SizeFactor, don't allocate DepthTexture for it since it's not being used anywhere yet
Yesterday
Remove interface
Yesterday
Decode cached vertex normals and tangents
Yesterday
Don't call CalculateInstancingObjectToWorldMatrix when using D_CS_VERTEX_ANIMATION, it's already calculated in the cache
Yesterday
Automatically detect if a type can be copied for cloning. Cleaneup clone reflection code Remove clone interface and attribute Add another test Add another test Format
Yesterday
Add SV_VertexID to VS_INPUT, this can be used for indexing vertex cache instead of using D_MORPH nVertexIndex
Yesterday
New Clothing - Headphones https://files.facepunch.com/daniel/1b2011b1/0OyFzoEgI6.png LODs and Human aswell
Yesterday
Fixed a bug where calling GameObject.GetPrefab could network spawn game objects. Never network spawn game objects if its scene is a PrefabScene. Merge branch 'master' of sbox
Yesterday
Possible fix for fragile tests Restore old TypeLibrary at end of SerializeTest Move VR scene switcher logic into OnStart Add support for custom specialised asset pickers per-resource type via AssetPickerAttribute Add SimplePicker, use for shaders until we get something better so that's not awful to use https://files.facepunch.com/solw/2025/January/20_13-12-GentlePinkriverdolphin.png Merge branch 'master' into jsonfree-clone
Yesterday
Fix cloning types that do not have public parameter less constructors Simplify clone. Implement DeepClone for built-in types, for custom types fallback to JSON
Yesterday
Add support for custom specialised asset pickers per-resource type via AssetPickerAttribute Add SimplePicker, use for shaders until we get something better so that's not awful to use https://files.facepunch.com/solw/2025/January/20_13-12-GentlePinkriverdolphin.png
Yesterday
Move VR scene switcher logic into OnStart
Yesterday
Add [CopyToClone] attribute to allow fast path clone of structs that don't hold any references (ParticleFloat, Curve, Vector...)
Yesterday
Restore old TypeLibrary at end of SerializeTest
Yesterday
Possible fix for fragile tests
Yesterday
Humans/animgraph: added Sprint_N (+ temp derived NE/NW) Humans: small tweak to Sprint_N + export the copy of the graph assigned to Humans Refactor GameObject serialization tests a little A couple of object cloning edge case tests CloneActionGraphProperty test Add CloneActionGraphSceneReference test Pull tests from master
Yesterday
DeppClone all reference types
Yesterday
Refactor GameObject serialization tests a little A couple of object cloning edge case tests CloneActionGraphProperty test Add CloneActionGraphSceneReference test
Yesterday
Add CloneActionGraphSceneReference test
Yesterday
CloneActionGraphProperty test
Yesterday
Refactor GameObject serialization tests a little A couple of object cloning edge case tests
Yesterday
Removed too much in prev commit
Yesterday
Removed actiongraph scope from component postclone
2 Days Ago
Make sure both buffers are destroyed
2 Days Ago
Compile shaders
2 Days Ago
Add octohedral_encoding.fxc Add skinning_cs.shader Try and use animated vertex cache when D_CS_VERTEX_ANIMATION is enabled Store vb size offsets in rendermesh Create GPU buffers for skinned vertex cache and vertex cache offsets Dispatch requested vertex cache updates Animatables requests vertex cache updates
2 Days Ago
JSON free GameObject.Clone
2 Days Ago
Target > SV_Target0 & out with reflection combo
2 Days Ago
Remove Dynamic Reflections feature from shaders & crumbs from lighting.fxc
2 Days Ago
Humans: small tweak to Sprint_N + export the copy of the graph assigned to Humans
3 Days Ago
Humans/animgraph: added Sprint_N (+ temp derived NE/NW)
3 Days Ago
Push time scope when calling pending starts
3 Days Ago
3 Days Ago
Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Speed up Pixmap.FromTexture ( there's got to be a faster way than this come on) Draw texture preview
3 Days Ago
Remove Reflections.hlsl and both instances of Reflection() mode in our shaders
3 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc
3 Days Ago
Fix crash in unit test when creating SoundStream
3 Days Ago
Run pending component starts at the end of loading, before host joins game
3 Days Ago
Revert "Widget.Parent checks for valid" This reverts commit 0da86010868490ff4bbe0b0cb524e5a5fcbb0bf7.
3 Days Ago
Scene loading only happens once
3 Days Ago
TextureControlWidget poc
3 Days Ago
Add TextureGenerator boilerplate
3 Days Ago
KeyValuesToJson Add Material.Shader Add TypeLibrary.CreateProperty, Obsolete SerializedProperty.Create TypeLibrary.CreateProperty takes attributes - allowing further customization Make ParseToJsonObject public Add Asset.SetInMemoryReplacement, ClearInMemoryReplacement Pass on description, title, source info to property Widget.Parent checks for valid Fix warnings
3 Days Ago
Delete ResourceConverterFactory, ResourceJsonConvert safe to pick to main Add TypeLibrary.Current Add TypeLibrary.Current Remove hacky Scene.IsWaitingForLoad Give NavMesh a proper place to generate during loading (after everything is loaded)
3 Days Ago
Don't try to auto-switch hosts if LobbyConfig.DestroyWhenHostLeaves is true. If that's true, we should only ever have the same host..