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17,196 Commits over 1,308 Days - 0.55cph!

4 Months Ago
Texture barriers for Vulkan Output full timing info Move behind a convar so I can compare CPU/GPU easily Staging buffer, barriers, etc. for Vulkan
4 Months Ago
Colors that don't melt my eyes
4 Months Ago
Remove a bunch of redundant vulkan render markers, makes gpu debugging finally show up properly nice looking https://i.imgur.com/7Mq0lhv.png
4 Months Ago
Move ActionGraphView to its own file Fix ActionGraph properties panel resizing itself
4 Months Ago
Delete source1importlib, source1_legacy, vmf_to_vmap
4 Months Ago
Force DXT5 for now, since that's all we have compute support for Dispatch compute and read back
4 Months Ago
VK: Remove deprecated debug marker in favour of debug utils, should be getting prettier output from GPU profiling tools too
4 Months Ago
Delete sfm and sfmobjects (delete sfm interop if you can't compile)
4 Months Ago
Better default type for operator properties Fixed editing integer constants in ActionGraph
4 Months Ago
SceneOverlayWidget updates position when window is moved too Fixes sbox-issues/#4378
4 Months Ago
SceneCamera.Tonemap not enabled by default Fix model rendering bounds Call ForceFlushGPU when rendering to pixmap
4 Months Ago
Update RazorComponentTemplate to use TextArea
4 Months Ago
Add some unit tests for NetworkTable
4 Months Ago
Add TextAreaControlWidget, supports properties using TextAreaAttribute https://files.facepunch.com/tony/1b0811b1/parsecd_Hhi72QodaJ.png
4 Months Ago
Imply AV_PIX_FMT_BGRA for pixel format in video recorder, should pass backbuffer format instead, I'll recheck when I have an AMD GPU in hand Default rendersystem to Vulkan ;) 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
4 Months Ago
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4 Months Ago
Add Layout.SizeConstraint FixedWidth and FixedHeight operate propertly, added FixedSize Fix ControlWidget's layout expanding vertically
4 Months Ago
Apply scene object transform to physics bones (no animgraph code path)
4 Months Ago
Should fix errors when a GameObject is marked as no save
4 Months Ago
Gizmo shaders display in ToolsVis mode
4 Months Ago
Fix pixmap render crash
4 Months Ago
Fix MaximumWidth/Height swap
4 Months Ago
Change vmdl_c to vmdl in Model.Load
4 Months Ago
Convert ITags to an abstract class
4 Months Ago
Rewrote Qt widget layout implementation so that SizeMode works and makes more sense
4 Months Ago
Recover the scene camera if its position is NaN
4 Months Ago
Add ITagSet.HasAny, HasAll that take ITagSet Added GameTags.Flush - to manually update the flags instead of waiting for the next frame callback Fix warning
4 Months Ago
Add missing methods to TagSet, GameTags
4 Months Ago
Properly hide GameObjectFlags.Hidden in gameobject tree
4 Months Ago
Remove unused Fix scene warnings Remove Camera class
4 Months Ago
Add Panel.Scene
4 Months Ago
Fixed action set flip-flopping between Menu and InGame twice a frame :S
4 Months Ago
VK Validation: Fix texture transition in CSceneSystem::DownsampleTexture, this is not to use depth stencils but will always assume color
4 Months Ago
VK Validation: Fix texture transition in CSceneSystem::DownsampleTexture, this is not to use depth stencils but will always assume color
4 Months Ago
Fix pObjectName in RenderDeviceVulkan::Construct, empty string check was inverted
4 Months Ago
Fix documentation ComponetList uses component.Active instead of component.Enabled to determine active status
4 Months Ago
Remove debug logs Fix interopsystem convar names
4 Months Ago
Fix crash when rendering to pixmap Traces don't hit triggers by default, need to explicitly request it to hit triggers. Ripped out a bunch of unused stuff.
4 Months Ago
Only bitch that vkQueuePresentKHR failed when it's an actual fail condition, some conditions are still considered and enqueued
4 Months Ago
Backport Valve GPU texture compression dispatch code Compiled DXT shaders (optimized)
4 Months Ago
Default rendersystem to Vulkan ;)
4 Months Ago
Imply AV_PIX_FMT_BGRA for pixel format in video recorder, should pass backbuffer format instead, I'll recheck when I have an AMD GPU in hand
4 Months Ago
█▅▆▆▍▍/█▍▆█▌▅ ▅▉█▆▋ ▆▅▇▌ ▄▆▉▄▄ ▋-▍▊-▆_
4 Months Ago
Fix translucents rendering in opaque layer, corretly make shadows-only casting models use game excluded layer, make depth prepass exclude SCENEOBJECTFLAG_EXCLUDE_GAME_LAYER, fixes rendering of translucents being messed
4 Months Ago
RenderToPixmap is a shit load faster Remove redundant CToolsRenderScope
4 Months Ago
Support Alex's scrolling
4 Months Ago
Post-merge fix
4 Months Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist Don't run ControllerInput.Tick at all if we don't have a controller Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI
4 Months Ago
Fix component context menus being modal, not preventing gameobject context menu popup Fix component "paste values" not working
4 Months Ago
Fix TreeView being empty when scroll forced to top due to item changes Automatically mark BaseItemWidget dirty after a drag and drop (fixes sbox-issues/issues/4374)