reposboxcancel

20,806 Commits over 1,522 Days - 0.57cph!

5 Months Ago
Add padding for LegacyAmbientLightColor, let's not make our lovely existing community games have red ambient color https://files.facepunch.com/sam/1b2811b1/FLkIjvjdgH.png
5 Months Ago
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things Set skybox as global cubemap Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene [Pick] Implement "GGXCubeMapBlur" filter on CPU, previously it did not work at all in CI since require RenderSystem which isn't ideal since it's the only thing that did so and is completely different from our Cubemapper GGX filter, this makes all filters consistent and much cleaner, remove Convolve Envmap shader I want to start using GGX filtering on skyboxes but this wouldn't work on CI because of that requirement Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper Cubemap fog just takes material from current skybox https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4 Make CubemapFog material still be configurable, take it straight from the skybox if it's null Separate Ambient Light into it's own component from Directional Light, add upgrader for it Use black cube if texture passed to lightbinner is invalid (eg non-sky material from SceneSkybox ) Fix World.AmbientLight, make flat ambient light lerp between IBL and what we have, make it artist accessible with ambientlight component Delete these skybox vtexes Remove convolve_environment_map.shader from shader ci Don't change flTargetLuminanceOfCubemap, it's bullshit Skybox envmap has lowest priority https://files.facepunch.com/sam/1b1911b1/yipICq2VMI.jpg Swap tools stuff that uses DirectionalLight.SkyColor to either IBL or AmbientLight Better description of obsolecence update shaders with IBL Default ambient color on SceneThumbnails Add padding to buffer Fix IBL not applying to transmissive Use faster Scene.GetAllComponents<SkyBox2D>() for fetching skybox texture on CubemapFog to not iterate over all gameobjects Revert SkyColor to control ambient light on DirectionalLight again, but pipe it to scene's ambient light color Sun prefab now comes with no skycolor ( Takes from IBL )
5 Months Ago
Revert SkyColor to control ambient light on DirectionalLight again, but pipe it to scene's ambient light color
5 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders Fix r_depth_debug Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it https://files.facepunch.com/sam/1b0711b1/tt3.png Readjust depth bias on debug shaders for reverse depth Fix shadow in reversed depth https://files.facepunch.com/sam/1b0711b1/tt2.png Adjust depth bias for gizmo shaders for the increased depth precision Tiled light culling with reverse-z SSR with inverted z ( Way more stable ) Fix (3D) Skybox with inverse depth range Fix SSR backtracing on reverse depth Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner DoF with reverse depth Shaders for reverse depth Fix glass and decal overlays depth bias Shaders with depth bias fixes Add shadow depth bias on matrix Compile UI shaders for inverse depth Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean Fix SSR backtracing and confidence check ( and Depth::GetLinear() ) https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png Update shaders Reverse-Z Compatibility: Serialize depth stencil state version and reverse the depth comparison of old shaders Update shaders with stencil state versioning https://files.facepunch.com/sam/1b2111b1/ZCuq7swn9v.png
5 Months Ago
Remove alphatest layers and unused attributes, all done in opaque pass Depth Fast Path was fucked up with material overrides, disable depth fast path on that batch if we're using material overrides then, this whole system seems complicated to begin with too, additionally material flags were not being updated when you did a SetMaterialOverride This fixes translucent material overrides rendering as if they were opaque https://files.facepunch.com/sam/1b2811b1/UNobtq1Qnd.png Handle translucency flags for material overrides in renderingpipeline Nullcheck bMaterialOverride
5 Months Ago
WIP water Ditto
5 Months Ago
Moved asset.party to sbox.game
5 Months Ago
map instance adds tags from object entry
5 Months Ago
Console no longer errors when clicking on objects that can't be serialized. Resolves Facepunch/sbox-issues#5737
5 Months Ago
VR: revert back to using grip pose because it's closer to what we want
5 Months Ago
VR haptic bindings VR: Use aim instead of grip pose for controller positions + update fpxr to 8839c8e
5 Months Ago
Look for matching source file when creating component from template
5 Months Ago
Use ClassName when serializing types generated with compedit Maybe we'll want to always serialize as ClassName if the attrib is present?
5 Months Ago
Added various editor events to ActionGraph editor For component editor library to hook into Expose a way to deserialize ActionGraphs with a cache Add ActionGraphTargetAttribute Use first SourceLocationAttribute if multiple found
5 Months Ago
Fix overlapping Reset to Default on ControlSheet with Reset Transform context menu. Add individual reset Position/Scale/Rotation on Transform context menu (Fixes Facepunch/sbox-issues#4867)
5 Months Ago
Update Facepunch.XR to 8d9bfbf, re-work pose submit Save off the exact same poses we get from Facepunch.XR when syncing + only call beginframe/endframe/sync if we're rendering in VR
5 Months Ago
Use first SourceLocationAttribute if multiple found
5 Months Ago
Rigidbody transforms physics body position and rotation independently only if game object position and rotation has changed
5 Months Ago
Use local space for VR render poses, update Facepunch.XR to c537b77
5 Months Ago
Added various editor events to ActionGraph editor For component editor library to hook into Expose a way to deserialize ActionGraphs with a cache Add ActionGraphTargetAttribute
5 Months Ago
Don't make joint ExecuteInEditor, I don't know why it was in the first place
5 Months Ago
Hinge joint uses physics body transforms to calculate local frames
5 Months Ago
Add public helper for caching ActionGraph instances on deserialize
5 Months Ago
Update Facepunch.XR to e0d5682, makes it so that we use local space for headset view/projection rather than stage space Might help fix things on SteamVR headsets that use SteamVR for room-scale tracking?
5 Months Ago
Hinge joint calculates and saves local frames if they haven't been set, fixes snapshot stomping local frames making them go out of sync
5 Months Ago
Added various editor events to ActionGraph editor For component editor library to hook into
5 Months Ago
Remove isteamapplist.h from vpc
5 Months Ago
Update to steam sdk 1.60 Make game focus when playing in editor consistent, instead of having to click on it sometimes
5 Months Ago
Check physics joint is valid before accessing these
5 Months Ago
Push scene scope when setting up camera, fixes sbox-issues/issues/5730
5 Months Ago
Add target velocity motor mode for hinge joints, multiply max torque by body2 mass (should we?)
5 Months Ago
Fix issue with new local instance on "local" package to do with small network files
5 Months Ago
Fix warning
5 Months Ago
Update poses for Facepunch.XR submit, prevents jittery and spongey tracking
5 Months Ago
Line hands up better in VR menu scene Quick little test map just so I'm not staring at an orange texture Init package string table before loading menu Main menu panel has background if running in VR Update map, add references (ideally we should be shipping these with the game, but this is easier to iterate with)
5 Months Ago
Live lobby list
5 Months Ago
Fix NRE in scenemap
5 Months Ago
Fixed logic for motion enabled and root only networking
5 Months Ago
Fix summary in hinge joint
5 Months Ago
Add target angle motor to hinge joint https://files.facepunch.com/layla/1b2611b1/sbox-dev_QfAznFLsZh.mp4
5 Months Ago
Keep world position when parenting map collider only when not using world origin
5 Months Ago
Use faster Scene.GetAllComponents<SkyBox2D>() for fetching skybox texture on CubemapFog to not iterate over all gameobjects
5 Months Ago
Added various editor events to ActionGraph editor For component editor library to hook into
5 Months Ago
5 Months Ago
Don't transform map colliders for maps that don't use world origin
5 Months Ago
GameObjectFlags.DontDestroyOnLoad works Session hash is a guid Benchmark service Remove debug Benchmark api input
5 Months Ago
Dirty model physics when renderer changes
5 Months Ago
Allow editor projects to reference actiongraph / shadergraph Some extra safety in TypeLibrary.IsAllowedType
5 Months Ago
Disable world origin for map instances with old component version - to stop existing games from loading the map at object position
5 Months Ago
Don't use MakeDirty for joint body change, this recreates the joint, we want to use dirty for properties Fix likely infinite loop in ball joint