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22,418 Commits over 1,614 Days - 0.58cph!

2 Months Ago
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
2 Months Ago
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197 https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
2 Months Ago
Clean up, only apply culling if enabled https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
2 Months Ago
Cache all gameobject bounds, fit parent bounds to children Readback runs callback, applies culling to sceneobject (tho we should really apply this per-view) Rather than clamping to viewport, if all corners of bbox are off-screen, cull the object
2 Months Ago
Don't use bind system for these control widgets, feels like the old way of doing things
2 Months Ago
Add TagsControlWidget
2 Months Ago
There's a typo here in ModelRenderer.LocalBounds
2 Months Ago
Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired
2 Months Ago
Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants Lightbinner layer managed Fix ObjectHighlight.shader Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file Santa jacket/trousers lods (citizen version) Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup Santa jacket/trousers lods (human version) Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly Make this readonly list so it can't be fucked with Santa jacket uses neck_clothing bone to minimise twist deformation Merge branch 'master' into shadercompiler
2 Months Ago
No longer should pre-process in CompileShaderAndGetVariables Refactoring Refactoring to expose a simple mode
2 Months Ago
Remove crumbs of ToolsShadingComplexity, we can replicate quad overdraw in almost every material without a special mode, shading complexity itself is on toolsvis now, toolsvis class There's also a duplicate shading complexity shader
2 Months Ago
Lightmapping combos go on shadingmodel Fix typos
2 Months Ago
Remove ToolsVis() and ToolsShadingComplexity() ( & ToolsWireframe ) mode from everything
2 Months Ago
EnvironmentMap::From to calculate all envmaps on a position PerViewLightingConstantBuffer_t completely unused
2 Months Ago
environmentmapped bool is bullshit now that cubemaps are gpu driven, add stub EnvironmentMapping.hlsl
2 Months Ago
Detangle all of this, vr_lighting never directly referenced from any of our hlsls now
2 Months Ago
Fuck of with light.environment, light.dynamic and light.static are just in Light.hlsl instead of own internal files Move shadow functions to Shadow.hlsl, much like BRDF.hlsl, will make it easy for us to upgrade, move LightMap definitions to Light.hlsl Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, that works only as a contract to shadingmodels, fix toolvis on shadingmodelstandard
2 Months Ago
DynamicLight refactor Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once https://i.imgur.com/jqko5ON.mp4 Remove more crumbs off S_MODE_TOOLS_VIS
2 Months Ago
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else
2 Months Ago
Nag message to remove S_MODE_TOOLS_VIS
2 Months Ago
Use single path for vr_common_ps_code to match what's on shadingmodel, eventually to just delete all of it, remove unused DISABLE_TONEMAPPING
2 Months Ago
Move BRDF stuff to BRDF.hlsl, organizes it and makes it easier to move to CS2's one with multiscatter Fuck off with LightingTerms for toolsvis, we should be accepting any structure Remove unused ShadingModel postprocessing ( handle it better )
2 Months Ago
ToolVis in a class Single ToolsVis.hlsl, tidy it up
2 Months Ago
Initial ToolsVis without ToolsVis mode, cleanup some unsued
2 Months Ago
Goodbye S_MODE_TOOLS_VIS combo
2 Months Ago
Enumize ToolVis modes, dont keep this logic on shared_standard_ps_code
2 Months Ago
Shadingmodel uses Fog::Apply instead of duplicate DoAtmospherics
2 Months Ago
Add namespace_name to antlr grammar so that we can do "type Class::Function()" definition instead of defining all in class itself, we should just let it accept any HLSL Handle AmbientLightKind::LightMapProbeVolume and AmbientLightKind::LightMap
2 Months Ago
Shading Complexity in ToolVis, quad overdraw isn't even working now, and certainly doesnt need it's own shading mode, can make all materials use same shader Remove CUSTOM_MATERIAL_INPUTS and CUSTOM_TEXTURE_FILTERING, vfx optimizes it out if not used Remove D_BAKED_LIGHTING_FROM_VERTEX_STREAM, never used Rewrite AmbientLight into a class, stub
2 Months Ago
Santa jacket uses neck_clothing bone to minimise twist deformation
2 Months Ago
Make this readonly list so it can't be fucked with
2 Months Ago
Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly
2 Months Ago
Fix error handling Don't call DeleteOldShadersFromCache at startup - this is like 1.5 seconds of nothing Only load vfx_vulkan.dll once
2 Months Ago
handle non interactive command line Shader building bat files should return 1 if any errors happen
2 Months Ago
Santa jacket/trousers lods (human version)
2 Months Ago
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
2 Months Ago
Don't init vulkan if consoleapp
2 Months Ago
Clean up
2 Months Ago
Flush
2 Months Ago
Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png
2 Months Ago
Cache GameObject bounds Fix a few things inside occlusion culling render layer Wrap occlusion objects inside a record Remove more native occlusion culling stuff
2 Months Ago
Build shaders AFTER managed
2 Months Ago
Remove unused vfxcompile
2 Months Ago
Santa jacket/trousers lods (citizen version)
2 Months Ago
Another merge fix Shader bats use new exe Logs in logs folder Cleaning up Progress Shadergraph use shadercompiler Time the whole block
2 Months Ago
Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file
2 Months Ago
Lightbinner layer managed Fix ObjectHighlight.shader
2 Months Ago
Initial Use spheres so we only have to send a single list of vec4s over Gather objects Split logic into COcclusionCullingStandard Change order, gather correctly, readback, count visible + culled objects Reject occluded objects, tweak gather & shader Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug Put debug spew behind convar, tweak shader Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks Start moving all this over to managed, we can benefit from various things here
2 Months Ago
Merge fails
2 Months Ago
Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants