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17,176 Commits over 1,308 Days - 0.55cph!

5 Months Ago
Remove IPD measurement - feels useless here - and clean up Add TrackedDeviceInfo defaults Move performance timing stuff into VRNative.Timings.cs, clean up some more stuff Put some of this data in Performance window too
5 Months Ago
Support params object[] when validating method for CodeGenerator.WrapMethod
5 Months Ago
Initial VR performance stats editor tool Takes data from SteamVR compositor, tries to turn it into something that is more useful for us - not sure how much of this data we need/want, or what else we want right now
5 Months Ago
BytePack ByteStream faster System.Array writing Expose a BytePack to GameNetworkSystem ( temporary until we figure out how to work it ) Merge branch 'master' of sbox
5 Months Ago
Add test for CodeGeneraror wrap method with no arg. Fix wrap method with no arg causing syntax error in generated code.
5 Months Ago
Arguments has to be a byte array
5 Months Ago
🚩 Run the exit code before the main game loop, so it doesn't try to render without a window Flagged because this might cause some unforeseen issues.
5 Months Ago
Network message cleanup
5 Months Ago
Remove left over resourcesystem references Remove SceneSystemQtApp so they never get used
5 Months Ago
BeginEdit respects CanEdit
5 Months Ago
Basic name editing for TreeNode
5 Months Ago
Light fixes Can use Material and shading without PixelInput
5 Months Ago
Guard against re-entrant calls into Qt's processEvents Fix splash screen closing before loading finished
5 Months Ago
Just for sanity, lets assert that we're the critical Qt stuff in the main thread There's really no need for this code to be using Task.Run. Also fixed it running 5 times on startup.
5 Months Ago
Lights don't accept PixelInput - explicitly pass positions / lightmap uvs These should be g_vHighPrecisionLightingOffsetWs instead of g_vCameraPositionWs float4 DoAtmospherics( PixelInput i, float4 vColor, bool bAdditiveBlending = false ) -> float4 DoAtmospherics( float3 vInputColor, float3 vPositionWs, float2 vPositionSs, bool bAdditiveBlending = false ) ShadingModel is never going to be an interface like this TransformNormal, NormalWorldToTangent accept explicit parameters instead of PixelInput PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway Delete DryEraseMarker from common ps code PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too Wrap Material funcs that interact with assumed common PixelInput with COMMON_PS_INPUT_DEFINED
5 Months Ago
Fix UISystem exceptions on startup Stop using Json for network messages Lock messaging down These network messages should be raw and uncomplicated, so lets do that
5 Months Ago
Expose overriding envmap face size, add SceneCubemap.RenderSize
5 Months Ago
Refactor to ZNear and ZFar properties to match Camera
5 Months Ago
Expose controlling cubemap near far planes, add SceneCubemap.NearFarPlanes
5 Months Ago
Force re-render cubemap if m_bRenderDirty
5 Months Ago
Add SceneCubemap.RenderDirty()
5 Months Ago
Fix ByteStream when writing string Add ByteStream.ReadByteStream Cleanup
5 Months Ago
Fix console cursor
5 Months Ago
Add PhysicsShape.Tags
5 Months Ago
Updated Balaclava + LODs for existing assets
5 Months Ago
Render VR separately Rename RenderWithViewport to RenderStereoAndSubmit, clean up SceneCamera stereo rendering code Set VR controller type (Input.VR.Type) Remove some CSS logs I forgot about (sorry)
5 Months Ago
Would be good if I actually clamped this value
5 Months Ago
Experiment moving log counts to status bar
5 Months Ago
Add SceneCamera.EnableDirectLighting, SceneCamera.EnableIndirectLighting Unobsolete SceneCamera.AmbientLightColor - is added to World.AmbientLightColor
6 Months Ago
PhysicsGroupDescription parts expose the of each Surface sub-part
6 Months Ago
Don't call resource changed callback if interop isn't loaded
6 Months Ago
Move resourcesystem into engine Call Sandbox::Resource::OnResourceReloaded when a resource is reloaded Remove old "model reloaded" callback (was called from client/server) Model clears physics, bone and data cache on resource reload (fixes sbox-scenestaging/issues/34)
6 Months Ago
Lights don't accept PixelInput - explicitly pass positions / lightmap uvs
6 Months Ago
Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever
6 Months Ago
Update bounds of bone merged models (fixes sbox-scenestaging/issues/32)
6 Months Ago
Citizen/animgraph: re-added 2X walks to the 2D blendspace, made them use new fast walks where currently applicable, and renamed "Walk_[direction]_2X" to "Walk2X_[direction]" for consistency
6 Months Ago
Add *#local.json to .gitignore so that local keyboard preferences don't get committed
6 Months Ago
Fix menu sometimes wanting mouse when in game in editor (fixes sbox-scenestaging/issues/31)
6 Months Ago
Strip multiview instancing / instancing scalars from engine Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS Update system.fxc
6 Months Ago
Pass envmap data to GPU Fixups for cubemaps on shader, add test for ambient light IBL support https://files.facepunch.com/sam/1b1311b1/ibl.png
6 Months Ago
Shadow filtering and dummy ambient lighting Calculate spot light resolution proportionally based on light cone and do a LOD system for light shadows based on distance, both are meant to be perceptual https://files.facepunch.com/sam/1b1211b1/sbox_rl2LTOMdY4.mp4 CSM Adjustments
6 Months Ago
Backport directional CSM code to unified BuildShadowFrustraForDirectionalLight in lightdesc
6 Months Ago
Add setItemEnabled to NativeEngine.QComboBox Add enabled parameter to ComboBox.AddItem Show all code editors, even if they're not installed, but disable the button
6 Months Ago
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png Kill StatusBarLog after some time, based on LogEvent level Give StackTraceProperty a MinimumWidth so it pops out at a readable size Clear current stack trace entry when clearing the console On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics Progress on supporting showing 'simple' stacks for diagnostics ConsoleEntry refactor, can read simple stack of diagnostic messages now Refactor More cleanup Sort diagnostics by severity / project, so errors are output last on compile Clear status bar on compile, remove test button Delete Error List Move some code back to Engine, raise console dock when clicking status bar log Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again
6 Months Ago
Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again
6 Months Ago
Support for cascaded shadow maps on new unified multi-frusta system, needs to backport old code
6 Months Ago
Strip multiview instancing / instancing scalars from engine Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS Update system.fxc
6 Months Ago
Refactor some Graphics files, remove long obsolete methods
6 Months Ago
Move some code back to Engine, raise console dock when clicking status bar log
6 Months Ago
Delete Error List