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20,863 Commits over 1,522 Days - 0.57cph!

3 Years Ago
Remove old model editor code
3 Years Ago
oops
3 Years Ago
Try just making fast texture tool render preview at 256, RenderThumbnailForAsset crashes seems to vary
3 Years Ago
send playername in connect protobuf, was previously wrapped in a splitscreen message
3 Years Ago
Remove splitscreen from engine and all the hacky shit that went along with it * Input config now handled in InputService instead of SplitScreenService * Remove split client connects / channels from networksystem * Remove all remaining references to CSplitScreenSlot Remove c++ engine camera manager from dota, we do cameras entirely in C# managed already anyway Delete c++ flashlight code Remove a bunch of vgui HUD stuff Delete achievements manager from C++, when we add achievements it'll be easier to do in C# with Steamworks Remove more unused convars specific to hl2, cs, etc. Restore host_writeconfig which was hidden away in splitscreen service 🥴 Drop `name` convar that was really just a wrapped steamworks GetFriendPersonaName() call - replace with a cached GetPersonaName()
3 Years Ago
Ensure fast texture tool doesn't render thumbnail above 2048
3 Years Ago
Fix crash in fast texture tool, RenderThumbnailForAsset doesn't seem to like large sizes, just half it when over 2048
3 Years Ago
Refactor how mixed baked lights are calculated to later support multiple lights at once Removed unused lightbinner that was mostly just duplicated code Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once Up our shader ABI, document changes, and rename elements of that enum to better clarify Make lighting data structure from shader match what's on cpu side Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows Pass number of mixed cascades to shader Naive shadow atlas downsampling test Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them Update core shaders for light rework Update base addon-level shaders with the light rework changes https://i.imgur.com/cSffiRg.jpeg Merge pull request #177 from Facepunch/light-rework-rebase Light rework
3 Years Ago
Update core shaders for light rework Update base addon-level shaders with the light rework changes https://i.imgur.com/cSffiRg.jpeg
3 Years Ago
Map Problems detects missing entity classes
3 Years Ago
Convert "Check for map problems" dialog to a dock widget It is also now less crash prone. https://files.facepunch.com/rubat/1b1511b1/o1yfvnAXGW.png
3 Years Ago
Fixed post process errors
3 Years Ago
Fix GrabFrameBuffer sometimes not working in tools mode
3 Years Ago
Removed Render.BlendMode etc, added combos to UI shaders for blending
3 Years Ago
Removed the original respawn_entities console command
3 Years Ago
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr Added EntityManager.CleanUpMap( filter ) Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup] Added EntityManager.DefaultCleanupFilter Rename m_SboxCleanupFilterCallback Remove duplicate code Merge pull request #173 from Facepunch/map-cleanup Map cleanup functionality
3 Years Ago
tweak wheely bin collision/prefab
3 Years Ago
Move SetLighting to engine as SetupLighting, allow other RenderAttributes to be filled ManagedSceneObject, ManagedRenderPipeline to engine, cleaned up post processing, moved standard post processing to addon base
3 Years Ago
Wheely bin polish Improved collision accuracy on wheely bin Reduced symmetry 'rorsaching' along seams, less noisy textures Dirt pass inside Reduced textures to correct texel ratio
3 Years Ago
Expirable SyncContext refactor * Rename MainThreadContext to ExpirableSynchronizationContext * ExpirableSynchronizationContext supports having multiple live instances on different threads * Added SyncContext static class to handle resetting on session end * MainThreadContext.Instance is now SyncContext.MainThread etc More control over addon tasks running on worker threads * Added an ExpirableSynchronizationContext for worker tasks * WorkerThread.Start() spawns a bunch of long running tasks to process addon tasks off the main thread * WorkerThread.Stop() causes those worker tasks to exit, can be restarted later * Stop worker threads during hotload * Fixed case where addon tasks that refuse to cancel could keep running forever on a worker thread
3 Years Ago
DrawScreenQuad to engine Move UI Renderer to Engine
3 Years Ago
Pass engine version in when querying gamemodes Pass engine version in when uploading gamemodes Refactor render drawing classes Moved more render stuff to engine, Added ScenePanel.SceneAttributes
3 Years Ago
CCTV - fix for texture, added cover to hole on mount, adjusted mount pos
3 Years Ago
Security light - prefab
3 Years Ago
Security light - prefab and mount tweak Merge branch 'master' of sbox Security light - col tweak
3 Years Ago
Remove all version control code from tools
3 Years Ago
Update ci.yml
3 Years Ago
Using spinlock here instead of lock( Index ) - just because of a hunch that I don't have time to actually investigate. Might be best to investigate it before committing fully.
3 Years Ago
tweaking breakable/ prefabs Merge branch 'master' of sbox
3 Years Ago
Convert bound computation for model builder to use SIMD
3 Years Ago
ModelDoc: Only begin lasso if cursor is inside scene widget
3 Years Ago
Remove mdllib
3 Years Ago
Remove utils/workshopcfg
3 Years Ago
Remove tools/txtedit
3 Years Ago
Remove unused devtool python scripts (source1_port_scripts, source2_reintegrate_main)
3 Years Ago
Remove the other source mdl import code from modeldoc utils
3 Years Ago
Completely remove cs_mdl_import util
3 Years Ago
Only update material preview for fast texture tool on activate, see if that fixes crashes
3 Years Ago
Iron fence - col shape tweak Merge branch 'master' of sbox
3 Years Ago
Expirable SyncContext refactor * Rename MainThreadContext to ExpirableSynchronizationContext * ExpirableSynchronizationContext supports having multiple live instances on different threads * Added SyncContext static class to handle resetting on session end * MainThreadContext.Instance is now SyncContext.MainThread etc More control over addon tasks running on worker threads * Added an ExpirableSynchronizationContext for worker tasks * WorkerThread.Start() spawns a bunch of long running tasks to process addon tasks off the main thread * WorkerThread.Stop() causes those worker tasks to exit, can be restarted later * Stop worker threads during hotload * Fixed case where addon tasks that refuse to cancel could keep running forever on a worker thread
3 Years Ago
Refactor how mixed baked lights are calculated to later support multiple lights at once Removed unused lightbinner that was mostly just duplicated code Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once Up our shader ABI, document changes, and rename elements of that enum to better clarify Make lighting data structure from shader match what's on cpu side Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows Pass number of mixed cascades to shader Naive shadow atlas downsampling test Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them
3 Years Ago
Removed majority of legacy entities
3 Years Ago
FPArms: made punch hits snappier (approx. 200ms to hit now), separated punching anims into their own vmdl prefab
3 Years Ago
Security light - git #176
3 Years Ago
Moved SceneSunLight to engine, removed hacks
3 Years Ago
Security light - adjusted col and added new emissive map Merge branch 'master' of sbox
3 Years Ago
Pass selfillum to material helper
3 Years Ago
Get the parameters from shared standard ps code in sbox_pixel, dont include the shared standard ps code include into it
3 Years Ago
Start cleaning up Render, moving to engine Putting all the ThreadStatic render state in one struct
3 Years Ago
Move ComputeShader to engine Move constant buffer to engine, use generics