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20,766 Commits over 1,522 Days - 0.57cph!

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
3 Months Ago
More accurately synchronize Time.Now between clients. Fixes Facepunch/sbox-issues#6326 (at least with the repro they attached.)
3 Months Ago
Fix clearing ModelRenderer.MaterialOverride
3 Months Ago
Fixed Sync attribute / CodeGenerator wrapped properties ignoring existing modifiers (Fixes Facepunch/sbox-issues#5867)
3 Months Ago
Move rigidbody start asleep until after colliders are added - otherwise it's not going to do jack shit Add Prop.StartAsleep, this is common enough to justify adding to prop
3 Months Ago
Expose IsValid() to ActionGraph https://files.facepunch.com/ziks/2024-09-09/rwuGmEnsdg.png Fixes Facepunch/sbox-issues#6376 Group object-targetting utility nodes
3 Months Ago
Support empty <style> block in .razor files Resolves Facepunch/sbox-issues#2725
3 Months Ago
Clear texture after creating texture if no data was set, instead of refcount hack
3 Months Ago
-allowlocalhttp works for WebSurface in editor only. Also limit Http local http to editor and headless (dedicated server), players should never be able to accidentally opt in Facepunch/sbox-issues#5774
3 Months Ago
Update compiled shaders with relative cubemap luminance
3 Months Ago
Fog Fix (#1661) * Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants * VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore * Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit * Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png * These convars don't do anything or are redundant, some notes for tiled rendering in the future * Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps * One lightbinner per volumetric fog rather than creating it every frame * Start removing fog clipmap rendering, there are better ways to do this and it's massive * Disable clipmaps on managed code, clean up shader code * Remove VR-specific frustum stuff from volumetric fog * Get rid of redundant data * Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one * TAA stub * Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality * Proper fog TAA with ping-ponging accumulation textures * Iterate fog denoising * Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer * Final cleanup, fix fog density, fix obsolete error
3 Months Ago
Handle WebSurface.Url null, remove duplicate private url check Fixes Facepunch/sbox-issues#6380
3 Months Ago
Optimize FillDefaultsGenerated
3 Months Ago
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png These convars don't do anything or are redundant, some notes for tiled rendering in the future Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps One lightbinner per volumetric fog rather than creating it every frame Start removing fog clipmap rendering, there are better ways to do this and it's massive Disable clipmaps on managed code, clean up shader code Remove VR-specific frustum stuff from volumetric fog Get rid of redundant data Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one TAA stub Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality Proper fog TAA with ping-ponging accumulation textures Iterate fog denoising Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer Final cleanup, fix fog density, fix obsolete error
3 Months Ago
Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer Final cleanup, fix fog density, fix obsolete error
3 Months Ago
Don't use strong handle here, just temporarily increment refcount, I don't trust using strong handle here
3 Months Ago
Fix error texture spam when calling ClearUnorderedAccessViewUint, created texture needs to be put into a strong handle so refcount isn't zero
3 Months Ago
Fix exception in CCameraRenderer::RenderToLayer
3 Months Ago
Add prediction to SetValue too Handle backend exceptions add http caching Fix favourites page NRE
3 Months Ago
Should fix tiles being square above 1080p
3 Months Ago
Fix GameTiles not fitting properly in Games page and Org Modal
3 Months Ago
Make VRController.GetJointData() public so people can make their own hand components
3 Months Ago
Achievements (#1662)
3 Months Ago
Show achievement progress on package modal
3 Months Ago
Update service models Pass scores down to achievement notice Show/lerp score Ignore TaskCancelledException in OnParametersSetAsync Disable this debug code
3 Months Ago
Achievement unlocked popup
3 Months Ago
Constrain gamepad input dropdown to screen
3 Months Ago
Fix NRE when updating from prefab
3 Months Ago
Make sure components are using IsValid too
3 Months Ago
Iterate fog denoising
3 Months Ago
Use !IsValid instead of == null or is null for any IValid
3 Months Ago
Use IsValid instead of != null or is not null for any IValid
3 Months Ago
Achievement list on packagemodal tweak menu transitions
3 Months Ago
Add RunEvent<T> Sandbox.Services update Add Sandbox.Services.Achievements class Menu listens for Protobuf.AchievmentMsg.AchievmentUnlocked messages Latest api models Add Package.GetAchievements() Update IAchievementApi Grab achievements when starting game Add Sandbox.Services.Achievements.All When stats are incremented their values are updated locally Latest achivement api AchievementCollection, stat based fractions
3 Months Ago
Latest achivement api AchievementCollection, stat based fractions
3 Months Ago
Proper fog TAA with ping-ponging accumulation textures
3 Months Ago
Apply primitive render attributes in animatables too
3 Months Ago
ButtonAttribute pulls method name as the title if not specified. ButtonAttribute no longer includes Label, and takes up the full width. Resolves Facepunch/sbox-issues#6214 https://files.facepunch.com/CarsonKompon/2024/September/06_19-28-MurkyGopher.png
3 Months Ago
Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
3 Months Ago
TAA stub
3 Months Ago
Oops bring back wrapping on normal labels
3 Months Ago
Add RunEvent<T> Sandbox.Services update Add Sandbox.Services.Achievements class Menu listens for Protobuf.AchievmentMsg.AchievmentUnlocked messages Latest api models Add Package.GetAchievements() Update IAchievementApi Grab achievements when starting game Add Sandbox.Services.Achievements.All When stats are incremented their values are updated locally
3 Months Ago
Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
3 Months Ago
Remove VR-specific frustum stuff from volumetric fog Get rid of redundant data
3 Months Ago
Added scroll support to single-line TextEntry, will now scroll to caret/selection when confined by layout, Facepunch/sbox-issues#6274 https://files.facepunch.com/solw/2024/September/06_19-10-DeterminedFlycatcher.mp4
3 Months Ago
Disable clipmaps on managed code, clean up shader code
3 Months Ago
Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps One lightbinner per volumetric fog rather than creating it every frame Start removing fog clipmap rendering, there are better ways to do this and it's massive
3 Months Ago
WIP: Only allow opening editable action graphs
3 Months Ago
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png These convars don't do anything or are redundant, some notes for tiled rendering in the future