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17,092 Commits over 1,308 Days - 0.54cph!

3 Months Ago
Output member expansion https://files.facepunch.com/ziks/1b1211b1/sbox-dev_83NHqCSy23.png
3 Months Ago
Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation
3 Months Ago
Initial commit
3 Months Ago
Update DecalRenderer SceneObject when Size / Material is changed programmatically
3 Months Ago
When calling network broadcasting, can specify minimum connection state Connection.DisplayName, SteamId is via ConnectionInfo Reduce network debug output Remove ConnectionInfo on disconnect
3 Months Ago
Citizen/animgraph: tweak lipsync weightlist + set 1D bounds to [0,1]
3 Months Ago
Citizen/animgraph: the voice parameter now cancels out most mouth-related morphs so that the mouth is closed before the OVR lipsync operates (but some morphs can still partially leak through to retain some of the underlying expressions) + more MorphFrame expressions
3 Months Ago
Send current game ident with errors Assert if part of the modelcollider is invalid
3 Months Ago
Init and shutdown ovrLipSync in soundsystem
3 Months Ago
lipsync dll
3 Months Ago
Compile morph frame data into model keyvalues Make a tiny change in citizen to make sure it gets recompiled Add ovrlipsync thirdparty Plug skinned renderer into voice component to test lipsync https://files.facepunch.com/layla/1b1211b1/sbox.2024.01.12.03.48.43.mp4
3 Months Ago
Allocate output & intermediate textures right before dispatching DXT compute
3 Months Ago
Minor fix for GetMemRequired call, was giving it the wrong parameters 🤦‍♂️
3 Months Ago
Remove planar reflections from scenesystem, remove unused shared shader defs
3 Months Ago
Fix GPU DXT5 mips
3 Months Ago
Re-write dxt compute upload/read to not crash Run DXT5 on CPU for mips > 1 until I can figure out why this isn't working
3 Months Ago
Convert ComponentTypeSelector TextEdit to LineEdit
3 Months Ago
Updated noise icon from Jen
3 Months Ago
Fix morph frame property domain getting fucked after model compile
3 Months Ago
Change save dialog width and change the icon
3 Months Ago
Citizen: added a handful of new MorphFrame nodes for various expressions
3 Months Ago
Network Protocol++ Lobby list is more useful Set Application.GameIdent without the #local Add network protocol to lobbies Add StringTable.OnSnapshot Add UserInfo network string table
3 Months Ago
Remove ScenePortal/CMonitorObjectDesc, render a camera to texture for same functionality
3 Months Ago
Compile water shader UI doesn't consume vertex clipping or even skinning
3 Months Ago
Can mark these internal RPC methods as [Expose] now and make them private, remove old comments saying why they needed to be protected
3 Months Ago
Add game/config/input/common.json to .gitignore
3 Months Ago
Only bitch that vkQueuePresentKHR failed when it's an actual fail condition, some conditions are still considered and enqueued Fix pObjectName in RenderDeviceVulkan::Construct, empty string check was inverted VK Validation: Fix texture transition in CSceneSystem::DownsampleTexture, this is not to use depth stencils but will always assume color Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute VK: Remove deprecated debug marker in favour of debug utils, should be getting prettier output from GPU profiling tools too Remove a bunch of redundant vulkan render markers, makes gpu debugging finally show up properly nice looking https://i.imgur.com/7Mq0lhv.png Colors that don't melt my eyes Add a temp mutex to DrawDrawList to fix race condition when drawing from main thread Fix glow outline rendering https://i.imgur.com/cK9VbNB.png Renderdoc label colors for managed drawcalls were black Highlight.cs: should be SetCombo not Set Don't change fbstate with the viewport size, can cause it to be bigger than the fbstate size too, viewport offsetting is done just right below Make MultisampleScreen take the MSAA amount from the current context rather than from the main swapchain, fixes validation of effects using the wrong MSAA level as what the layer wants, fixes glow outlines in preview cameras Don't write glow to alpha, makes camera previews and screenshots not be translucent with them, compile shader Simplify water shader removing fog and other components, these would all be in it's own entity component now, much simpler, also the whole shader needs to be thrown away Never expose intermediary MSAA'd depth to the user, you're just opening a can of pain, use Depth::Get() method instead Shaders need removing old MSAA depth ("SceneDepth"/"DepthBuffer") Directional AO depth doesnt use MSAA Keep MSAA depth read for decals only Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used Delete viewmodel AO ( Will come back as a reuseable generic component for camera ), ripplecompute ( unused, shit ), fix depth fetching on Glass to use Depth::Get Remove crumbs of viewmodel ao
3 Months Ago
Cache sample rate so we're not always asking steamuser for it
3 Months Ago
Trace.RunAll Support (#1434) * Initial commit * Returns IEnumerable, order by Fraction * Fixed return type on public method
3 Months Ago
ActionGraph: directly use variables for inputs, reachability fixes https://files.facepunch.com/ziks/1b1111b1/sbox-dev_zsJbxaO0TC.mp4 https://files.facepunch.com/ziks/1b1011b1/NVIDIA_Share_k0NTtOlpgq.png
3 Months Ago
BuildBoneHierarchy typo fix, add SkinnedModelRenderer.GetBoneObject( Bone / int )
3 Months Ago
Delete viewmodel AO ( Will come back as a reuseable generic component for camera ), ripplecompute ( unused, shit ), fix depth fetching on Glass to use Depth::Get
3 Months Ago
Directional AO depth doesnt use MSAA Keep MSAA depth read for decals only Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used
3 Months Ago
Fix component members without source info being ordered randomly
3 Months Ago
Hammer entity definitions can live on life support in Sandbox.Tools
3 Months Ago
Fixed VS Code open file, now opens code workspace at specific path/line/column
3 Months Ago
Terrain size is stored on TerrainData, specify the total world size instead of confusing units per texel Fix grid axis colors being the wrong way Use Gizmo colors for grid axis & add SrgbGammaToLinear so the colors aren't fucked Document ComputeShader, remove obsolete, Dispatch throws exception for bad parameters instead of silently failing Terrain shader write to depth Brush preview works again Use compute shader to modify terrain heightmap instead of shitty interpolations on CPU Terrain: Use ShadowRenderType Lighter terrain grid
3 Months Ago
Give Voice Transmitter a few more options Nicer errors if trying to RPC unsupported values
3 Months Ago
Fix tags not always getting applied to scene objects
3 Months Ago
Members with [Expose] are always exposed
3 Months Ago
BytePack dictionary support + tests
3 Months Ago
Never expose intermediary MSAA'd depth to the user, you're just opening a can of pain, use Depth::Get() method instead Shaders need removing old MSAA depth ("SceneDepth"/"DepthBuffer")
3 Months Ago
VR: Don't crash inside ControllerTypeFromString if we weren't able to fetch an index for the device
3 Months Ago
Add CameraComponent.RenderToTexture
3 Months Ago
WIP use variables directly as inputs https://files.facepunch.com/ziks/1b1011b1/NVIDIA_Share_k0NTtOlpgq.png
3 Months Ago
Add Voice component https://files.facepunch.com/layla/1b1011b1/sbox.2024.01.10.20.22.06.mp4
3 Months Ago
Citizen: fixed the neck bone in Airborne_Flail_Movement having been pushed down due to a CAT bug
3 Months Ago
Simplify water shader removing fog and other components, these would all be in it's own entity component now, much simpler, also the whole shader needs to be thrown away
3 Months Ago
Show project close dialog when switching project too
3 Months Ago
Don't write glow to alpha, makes camera previews and screenshots not be translucent with them, compile shader