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20,910 Commits over 1,522 Days - 0.57cph!

2 Years Ago
Order keyframes Change array interop to be more useful Paint.DrawPolygon, Paint.DrawLine, Paint.DrawPoints Curve editor use continuous line
2 Years Ago
Add instance stride to shader too for multiview instancing
2 Years Ago
Fix transform instance id in multiview cables shader
2 Years Ago
Add Vector2.Degrees & Tests Tests for Vector2.FromDegrees Add Paint.DrawArc, Paint.DrawPie Curve handle cleanup
2 Years Ago
pallet - ao tweak
2 Years Ago
Pallet - lods Merge branch 'master' of sbox
2 Years Ago
Simplify render pipeline by removing dead code for rendering world sessions to textures, we use the view system directly when rendering to texture Strip multi-gpu support to simplify our rendering pipeline further in preparation for single-pass VR rendering
2 Years Ago
Reenable multiview instancing on shader - Here be dragons
2 Years Ago
GraphicsItem hover events Tangent handles https://files.facepunch.com/garry/82567087-7590-461e-a1b0-d7d2fa95ba02.mp4
2 Years Ago
Citizen: updated weaponless idle poses Split 01/02 into 01_L and 01_R, and added a new 02.
2 Years Ago
Citizen/animgraph: new parameters + IK chain changes
2 Years Ago
Tangent math back to slope
2 Years Ago
Citizen/animgraph: first draft of "long idle" in weaponless state You will now transition to a different standing pose if you've not been moving for 5 seconds while not having any weapon equipped. This will currently look a little odd in motion due to no IK / different aim or additive idle management etc.
2 Years Ago
Citizen: elbow & kneecap helpers now cooperate with stretching/squashing limb lengths limbs The elbow helpers are now children of the lower arm bones, and the kneecap helpers are now children of the lower leg bones. The procedural constraints were then adjusted accordingly. This makes stretching/squashing limb lengths work properly, and without needing animation sequences to hold helper position data... which didn't exist, and was set to be ignored anyway.
2 Years Ago
Add EnvironmentLightEntity.DynamicShadows like the rest of the light entities Initialize CLightComponent cascades to 3 so shadows don't look terrible when spawned dynamically
2 Years Ago
Add SceneWorld.ClearColor for minimal games that don't want to fuck with a skybox just to set a background color
2 Years Ago
Qt update Added GraphicsItem.OnMoved EditableCurve save/restore curve
2 Years Ago
I think that worked? So remove the subgraph compiler completely
2 Years Ago
Remove compiler identifier from subgraph assets so the build server hopefully doesn't try to compile them (revert this if it breaks)
2 Years Ago
Add shader asset type and empty resource compiler for it
2 Years Ago
Fix relative specular luminance on blendable
2 Years Ago
Add Vector2.FromDegrees Add GraphicsItem.Bind Set common defaults on GraphicsView Move Widget.Bind to QObject.Bind Start work on EditableCurve GraphicsItem
2 Years Ago
Curve handles work I don't particularly love that the inslope/outslope seem made up with no real limits. Maybe that's something we should fix before we ship it. https://files.facepunch.com/garry/4aadaedc-4761-4350-add4-c13df39b491f.mp4
2 Years Ago
Run mat_recompileoutdatedshaders in a thread
2 Years Ago
Push grasstile shader
2 Years Ago
Fix SDF trace functions Use UINT32 for transformation indexes on shaders, adjust multiview instancing functions to use nInstanceTransformID instead, support for it in legacy transforms too Reenable Sructured Buffers for transformation Bump up VFX ABI version Add mat_recompileoutdatedshaders, Iterates and recompile shaders from previous ABI version. Change color format of InstanceTransformUv from Float16x2 to R32 UINT, also on managed vertex objects Adjustments to transform system, iterate, cleanup, do byte alighment fixes to work on AMD Shader objects for core shaders Shader objects for core addon shaders
2 Years Ago
Loop cuts in the edge cut tool, pretty close to done but having a brain block so I'll come back to it
2 Years Ago
wooden pallet - gibs Merge branch 'master' of sbox
2 Years Ago
Citizen: updated LOD2 to reflect recent changes (incl. remade feet to fix issues)
2 Years Ago
Clean up curve stuff
2 Years Ago
Can translate with middle mouse button
2 Years Ago
DevCam: Only pivot on a valid trace Scroll wheel can also change pivot distance Change base movement speed with scroll wheel for better control
2 Years Ago
Add tangent handles
2 Years Ago
Added Paint.DrawConvex, Paint.DrawArrow
2 Years Ago
Paint.SetPen can define dashed/dotted lines
2 Years Ago
LODs for Cardboard Chest + some lod / modeldoc fixes + Long hair Grey! Cardboard chest LODS and fixes to baseball cap, flannel shirt, summer shorts and tanktop. Plus a new Grey colour variation for Long hair asset.
2 Years Ago
Add ModelEntity.CopyMaterialOverrides, ModelEntity.CopyFrom Fixed some addon DLLs not getting watched Introduced by bb5359a20 Property Sheet uses TypeLibrary TypeLibrary will expose a type if it's nested in a class that is exposed Add CategoryAttribute Fix AddonConfig not exposed Fix Binding system tick allowing reentrance Add TypeDescription.GetProperty, GetMethod Add [ShowIf], [HideIf] attributes for properties List/Struct/ExpandGroup margin/padding Soundfile resource (#252) * SoundFile class to grab properties from HSound * Add SoundFile.GetSamples * Use PrecacheSound to get sound handle * Getting samples has to be async * Comments * Bail out of getting samples if we failed to load the source * Add CSfxTable refs for SoundFile, release them on loop end and exiting * Rename ISound to VSound_t Citizen mesh updates - Significantly improved upper arm twist, armpit, and shoulder-neck deformations. Preview: https://files.facepunch.com/maxlebled/1b0811b1/citizen_v2_june22update_2.gif - Reflected recent changes on LOD3; fixed symmetrical inconsistencies (tris count dropped a bit more as a result!) - LOD2/3 culling prefabs don't cull the upper arm twist bones anymore, because the effect on deformation is too important - Upper arm twist constraint weight lowered to 0.6 Balaclava LOD3 fix Small fix to modeldoc and model for Balaclava's LODs. Fix not generating SpecialDependencyFingerprint properly in CResourceCompilerSBData Add Asset.CompileIfNeededAsync() Make sure assets are compiled before trying to upload them Quiet down asset recompile spam, don't try to compile trivialchildassets Separate simulation inputs to prevent simulations stomping each other Deglue navmesh Remove cpp naming Refactor path cost into path builder, simplify path creation, optimize path by default Don't need to check our segment count, our iterator already does this Multi-goal support Allow multi-goal to actually work Remove the need to hold onto engine pointers Remove some options no one will ever use Make multi-goal condition more clear rebase fixups Merge pull request #226 from Facepunch/deglue-nav Deglue navmesh & add extra navigation stuff Pass the client to OnClientActive (why would we not want to know which client it was?) Network snd_event_point so that it can play on client spawn instead of playing again for everyone when a new client spawns Moved light animation code to C# Fix obsolete override usage in particle entity Fix an animgraph related assert Don't force frame rate when recording movie Add labels to level layer on post processing editor Don't exceed maximum view count on transform overflow Don't write morphs if we failed to allocate memory OnPaintOverride returns a bool, determines whether to run base paint or not Fix org control not signalling change Flush bind system automatically on signalvaluechange Add addon publishing window Citizen: updated LODs - LOD1 was remade, with the recent changes as a base. It doesn't cut anything from the torso and legs anymore (which makes things potentially easier for clothing creation), and instead focuses solely on the hands and feet. 400 tris improvement from previous iteration! - LOD3 had some odd triangulation on the head fixed. New Outfit Piece! - Cardboard Chest Armour https://files.facepunch.com/daniel/1b1011b1/Photoshop_7vUKmblEBH.jpg New Cardboard Chest Armour - LODs to come ASAP and some small adjustments to skinning. Move noise functions to Sandbox.System, change them to be between 0 and 1 Maybe fix blend2d preview messing up when reloading model Merge branch 'master' into curves
2 Years Ago
Don't add duplicate preview models
2 Years Ago
Maybe fix blend2d preview messing up when reloading model
2 Years Ago
Move noise functions to Sandbox.System, change them to be between 0 and 1
2 Years Ago
New Outfit Piece! - Cardboard Chest Armour https://files.facepunch.com/daniel/1b1011b1/Photoshop_7vUKmblEBH.jpg New Cardboard Chest Armour - LODs to come ASAP and some small adjustments to skinning.
2 Years Ago
Citizen: updated LODs - LOD1 was remade, with the recent changes as a base. It doesn't cut anything from the torso and legs anymore (which makes things potentially easier for clothing creation), and instead focuses solely on the hands and feet. 400 tris improvement from previous iteration! - LOD3 had some odd triangulation on the head fixed.
2 Years Ago
OnPaintOverride returns a bool, determines whether to run base paint or not Fix org control not signalling change Flush bind system automatically on signalvaluechange Add addon publishing window
2 Years Ago
Don't write morphs if we failed to allocate memory
2 Years Ago
Don't exceed maximum view count on transform overflow
2 Years Ago
Add labels to level layer on post processing editor
2 Years Ago
Update shader object files
2 Years Ago
Don't force frame rate when recording movie
2 Years Ago
Fix obsolete override usage in particle entity Fix an animgraph related assert
2 Years Ago
Moved light animation code to C#