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20,764 Commits over 1,522 Days - 0.57cph!

2 Months Ago
Move s_LightList out of singleton to the CLightObjectDesc, make other light-like object descriptors use CUtlVectorFixedGrowable instead of linked list ( trashes the cache while iterating ), all of them should be consistent now, use a single light descriptor for all light types Tiled Culling Renderer buffers shouldn't live in Lightbinner, but instead on CLightCullingRenderer itself since they're rendered per view, so we just reuse that memory, Lightbinners are allocated in a pool, so all that memory was wasted on GPU, remove wasteful copy of binned lights on tiled light callback Don't generate shadow frusta for unshadowed lights Separate shadow generation, both shadow maps and the viewproj we pass, into SetupShadowsForLight in Lightbinner, when we do bindless shadows and lightbinner caching, this is where to look for it Go back to do a copy of current light list for CLightCullVisibilityReadback, callbacks can have latency longer than one frame and that list could change Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Add lights to lightbinner through CLightObjectDesc::OnSceneObjectVisibleInView instead of LightBinnerStandard::AddLights
2 Months Ago
Add SkinnedModelRenderer.Parameters for better API to set animgraph parameters and show the parameters in inspector https://files.facepunch.com/layla/1b1211b1/sbox-dev_GElUzo5Kpn.mp4
2 Months Ago
Add stub GBuffer.hlsl for DepthNormals() mode and move ToolVis to it's own file and class so it's not a mess, aiming to remove ToolVis() mode, S_DISABLE_SPECULAR_HIGHLIGHTS not referenced anywhere
2 Months Ago
Update Facepunch.ActionGraphs Get rid of old hack to re-use ActionGraphs between tools and game Serialize invalid Components / GameObjects as null Don't call PostDeserialize multiple times for child objects Keep track of source resource for ActionGraph instances Also fixes case where prefab ActionGraphs wouldn't get cached properly Improved inspecting experience with ActionGraph stack traces * Include source location in stack trace * Opens the containing scene / prefab when inspecting an ActionGraph stack row Include ActionGraph diagnostics in console Graphs need to be loaded at least once for it to know about them Update AssertNoGraphErrorsInScene test case We were double-counting prefab ActionGraphs before
2 Months Ago
Tweak categories Group asset types with a toggle https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_IwtzsHuw5A.mp4 Revert "Test rendering asset thumbnails as animated images, see if it works" This reverts commit 3df3c676a41be1aeacddc99c8a0640e2c6c976a6. Basic search Make search progressive Search through subdirectories https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_JJc4EiRmM9.mp4
2 Months Ago
Add CameraComponent.CustomProjectionMatrix
2 Months Ago
Library Assets/Code folder is mounted accessible to game context
2 Months Ago
Update sweeper project with defaults Update cable.vmat_c Fix GameTile rebuilding constantly Panel scrolling doesn't need PreLayout Cache whether styles are in the rebuild list Faster SetChildIndex checks
2 Months Ago
Game controller rewrite (#1664) You shouldn't experience anything different other than you shouldn't run into any problems. Let's see how long that lasts 👀
2 Months Ago
Add some protection when opening CGameController, don't open from constructor, add static initializer for controller which can return null if something went wrong, also, don't use a fixed-size array for controllers, so we're not hard-capped at 4 Static initializer in CGameController instead of CInputSystem If SetLEDColor failed somehow, managed LEDColor would be out of sync - but this is gonna get redone soon anyway.. WIP rewrite, no CGameController, pass SDL handle to managed and fetch data through it, just need to restore rumble/sensors/LED Implement controller closing Restore LED/Rumble/Sensors Way more sane controller closure Set default LED colors More useful logs Initialize use of gyro/accelerometer sensors in native
2 Months Ago
Add diagnostics to console on first open ActionGraphDebugger: resolve original Guid Fix AssertNoGraphErrorsInScene test We were counting some graphs twice before
2 Months Ago
Initialize use of gyro/accelerometer sensors in native
2 Months Ago
More useful logs
2 Months Ago
Put LONG obsolete method back again so tests pass because someone is still using it (grr)
2 Months Ago
WIP rewrite, no CGameController, pass SDL handle to managed and fetch data through it, just need to restore rumble/sensors/LED Implement controller closing Restore LED/Rumble/Sensors Way more sane controller closure Set default LED colors
2 Months Ago
Restore functionality to clear interpolation over the network with new system
2 Months Ago
Select target object when inspecting ActionGraph
2 Months Ago
Make ActionGraphStackLineHandler pattern more lenient Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics Refresh diagnostics when saving an Action Graph Only Show() each Action Graph MainWindow once Inspecting a cloned ActionGraph edits original (#1663) Write null instead of trying to serialize invalid GameObject / Component Attempt to support both types of prefab instances in one places Don't PostDeserialize child objects multiple times
2 Months Ago
Optimize ModelRenderer.Tint Fix MetaData.Get error Warn in TcpSocket when there's a socket exception on connecting Fix startup exception when not using Gregorian calendar Don't report errors created by us, in non retail builds Cancel launcher fade in if they already closed the window
2 Months Ago
Inspector component edits use nicer undo system instead of whole scene
2 Months Ago
Json ignore this in case it needs it
2 Months Ago
Add CameraComponent.RenderTarget to render allow rendering to texture https://files.facepunch.com/layla/1b1211b1/sbox-dev_N5LTZuJHYE.mp4
2 Months Ago
Better handling for prefab variables that aren't hooked up to anything, Facepunch/sbox-issues#6116
2 Months Ago
Avoid multiple undo entries when editing GameObject transform/name in inspector
2 Months Ago
Attempt to support both types of prefab instances in one places
2 Months Ago
Always do vmdls as a large network download, Facepunch/sbox-issues#6181
2 Months Ago
Write null instead of trying to serialize invalid GameObject / Component
2 Months Ago
Asset categories
2 Months Ago
Fix windows popping up on hotload
2 Months Ago
Make ActionGraphStackLineHandler pattern more lenient Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics Refresh diagnostics when saving an Action Graph Only Show() each Action Graph MainWindow once Inspecting a cloned ActionGraph edits original (#1663)
2 Months Ago
Add UI_OVERLAY_LAYER Add new layers to pipeline DisplayInfo uses OrderAttribute [InlineEditor] has a Label option RenderComponents have RenderOptions, let you choose a layer to render on The logic for marking ControlWidgets as readonly doesn't really work ControlSheet observes [Order] Fix MaterialOverride not removing Fix UI overlay depth
2 Months Ago
Basic filters https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_CsbSssrrui.png Tag prefix provider Don't need prefix for autocomplete https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_8lj3rVaSwA.png
2 Months Ago
Add some protection when opening CGameController, don't open from constructor, add static initializer for controller which can return null if something went wrong, also, don't use a fixed-size array for controllers, so we're not hard-capped at 4 Static initializer in CGameController instead of CInputSystem If SetLEDColor failed somehow, managed LEDColor would be out of sync - but this is gonna get redone soon anyway..
2 Months Ago
Re-instate these long-obsolete methods for now because something is still using one of them :(
2 Months Ago
Ensure last update is sent properly when ownership changes (Fixes Facepunch/sbox-issues#6394)
2 Months Ago
Set the GameEditorSession as active when tabbing to game view in playmode, resolves Facepunch/sbox-issues#6393
2 Months Ago
hammer: Don't append to EditorReferences when gathering them, start again from scratch - helps clearing out old refs that a map might not rely on anymore
2 Months Ago
Fix performance regression if ModelRenderer changes tint often
2 Months Ago
Latest service models Fix NRE in MapInstance.UpdateDirtyReflections Add Model.Morphs Add IJsonPopulator - internal for now Added StartFolded to GroupAttribute Refactor ControlSheet ControlSheet groups remember their open/close state Hide the entire group if all the controls are ShowIf'd out Add SkinnedModelRenderer.Morphs
2 Months Ago
Don't add more lights to visible list than the list can permit, this relatively low limit is silly but don't want to break api until frustum tiled cull is here https://files.facepunch.com/sam/1b1011b1/parsecd_CiKjzyScdq.mp4
2 Months Ago
Fix modeldoc not cleaning up a embedded preview, causing an invalid thumbnail listener to stay around which sometimes causes a crash when a thumbnail is generated
2 Months Ago
Don't add more lights to visible list than the list can permit, this relatively low limit is silly but don't want to break api until frustum tiled cull is here https://files.facepunch.com/sam/1b1011b1/parsecd_CiKjzyScdq.mp4
2 Months Ago
Lightbinner caching experiment, AddLight still sucks and we need to deal with shadows and faster insertions https://files.facepunch.com/sam/1b1011b1/NkiL7ryaEs.png
2 Months Ago
Fix terrain gizmo bounds
2 Months Ago
Revert "Fog Fix (#1661)", causing some slowdown problems, will be brought back shortly This reverts commit f0981cbaf9679a34c219f57cd232a638f60d463f.
2 Months Ago
Citizen: added "blink" pose parameter + "Eyes_1D" sequence
2 Months Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Add lights to lightbinner through CLightObjectDesc::OnSceneObjectVisibleInView instead of LightBinnerStandard::AddLights
3 Months Ago
Move ChangeAttribute back to Sandbox.System but put the callback in Sandbox.Game so we don't break anything.
3 Months Ago
Update docs
3 Months Ago
Upgrade ChangeAttribute to support any property not just for [ConVar], so it now works with [Sync], too. Move ChangeAttribute to Sandbox.Game so it can use TypeLibrary for CodeGenerator wrapped property stuff. Resolves Facepunch/sbox-issues#6386