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20,808 Commits over 1,522 Days - 0.57cph!

5 Months Ago
Just run FinishBoneUpdate here instead of progressing animation
5 Months Ago
Initial bone merge to the root merge target Skinned renderer updates scene model and bone objects on Model change or CreateBoneObjects change - Fixes bone objects not having their transform set when trying to parent an object directly after creating the component
5 Months Ago
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5 Months Ago
Cache ObjectEntry keyvalues so we're not having to call into managed every time
5 Months Ago
ModelRenderer: Remove OnPreRender again, if this was hacking around something fix the root cause Replace AudioListener.OnPreRender Optimize NativeResourceCache.Tick() - was taking up to 0.25ms some frames
5 Months Ago
Add MapInstance.OnCreateObject to give users a chance to implement map objects that are unimplemented
5 Months Ago
Add [Range( 1, ... )] to Camera.ZNear and Camera.ZFar, update docs. Seen a couple 0.01 inch znear cameras with insane z fighting today
5 Months Ago
VoiceManager: GetAvailableVoice before GetVoice, otherwise it's 0.1ms every frame (even when not speaking) Why would we need to set LightCookie to null on a destroyed light. Resolves Facepunch/sbox-issues#5664 Whitelist Delegate equality operators resolves Facepunch/sbox-issues#5658 Whitelist DependentHandle resolves Facepunch/sbox-issues#5660
5 Months Ago
Don't finish bone update for scene models with a parent, bone merge does all the work
5 Months Ago
Draw grid on top in 2d views
5 Months Ago
Prevent map cookie from overriding 2d viewmode rotation
5 Months Ago
Fetch view info
5 Months Ago
Use correct plane for 2d view drag drop
5 Months Ago
Use correct gizmo settings for dragdrop
5 Months Ago
add support for multiple scene views, orthographic scene views, and configurable grid axis add keybind to cycle camera plane around selection refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie rework to single layout and splitter, disable new tab creation for now add support for per-widget toolbar actions save/restore sceneview layout move viewport/instance gizmo settings to EditorCookie from ProjectCookie move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore use active SceneOverlayWidget directly use a single toolmanager instance fix nudging remove some global gizmoinstance refs tuck camera alignment shortcuts away in camera menu maintain layout config when toggling viewport fullscreen remove log camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy add setting to lock scene camera rotation fix incorrectly sized gizmo hitboxes in ortho view replace remaining direct scene camera transform accessors tweak sprite gizmo hitbox scale in ortho views cleanup scene tick/draw flow with multiple viewports replace legacy global GizmoInstance snip unneeded multi-tab leftovers use state/gizmo settings for scene view control replace remaining ray length with Gizmo.RayDepth don't try to save scene-specific viewport config for untitled scenes use alternate check for IsUnderMouse move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports shift camera settings to EditorPreferences, simplify viewport options restore single EditorScene gizmo settings revert camera extension changes, fix pan and orbit zoom, tidy use hammer's linked splitters for uniform viewport resizing Misc fixes Move EnablePostProcessing from GizmoSettings to ViewportState Default each viewport to a unique perspective Misc post-scenetab fixes Hide skybox in 2d views Split scene view layout/viewport classes into separate files Tidy Use frustum RayDepth for terrain, hitbox traces Make 2d clipping less crap Use black background for 2d views We don't need to do this anymore Fix perpendicular rotation handles being unusable in ortho views Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
5 Months Ago
Minor cleanup & fpxr update
5 Months Ago
Fix perpendicular rotation handles being unusable in ortho views Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
5 Months Ago
Refactor VR input to work better for us, remove stubs
5 Months Ago
Set Connection.Local.State to Connected in On_Handshake_Activate
5 Months Ago
Temporary RTs always have a UAV binding so you can use them with compute shaders SSAO: Use RenderTarget.GetTemporary instead of manual texture allocations
5 Months Ago
Move from SteamVR over to Facepunch.XR Remove direct OpenXR bindings Pass debug callback to Facepunch.XR, make a session Move OpenXR requirements into Facepunch.XR Requirements are done automatically now, make instance/device extension format consistent Hack around extension-related crash for now Events Pass vulkan-related stuff in as structure Fetch rendering recommendations from fpxr Remove silly hack hard-coding all our extensions, fetch them properly Bind fpxr compositor and add everything we should need to start submitting FPXR: Session now handled by Compositor, Instance is now a class Delete all OpenVR files & references, stub out anything that required them Initial FPXR presentation logic Fetch display info from compositor Submit texture, render loop, etc. Use Facepunch.XR provided logging levels Pass bounds to texture submit info Default IPD (for testing with null driver) Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size Do BeginFrame() and EndFrame() on render thread Native to managed bindings cleanup, sync manually Sync cleanup, fpxr update Update fpxr FPXR returns error codes for various functions now, doesn't use builder pattern for instances FPXR enum update Initial XR input support Port SteamVR actions over to Facepunch.XR format, update fpxr lib Clean up When fetching extensions, check if we want to initialise rather than if we have initialised Clean up structs Digital, float, vector2 input state fetching DigitalAction -> BooleanAction, strip down input stuff, remove unnecessary refresh rate calculations Strip down input stuff, we can just do everything by path New actions manifest format FPXR update, new actions manifest path format, temporarily remove knuckles bindings Remove references to menu chord We don't have to worry about action sets right now Store controller bindings in separate files Use input sources for controller differentiation Fetch controller poses (position & orientation) InputSource as enum, only include public fpxr headers Coordinate system fixes Remove openvr_api.lib dep, unused preprocessor definitions Facepunch.XR update Add openxr_loader pdb and dll Forgot to change these, oops
5 Months Ago
Screen Space Ambient Occlusion * Added Ambient Occlusion post processing camera component, can configure quality, intensity, sample radius. (Less options means we can do further improvements easily) * r_ssao_debug can be used to see the direct AO values * Added CameraComponent.AddHookAfterOpaque --------- Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
5 Months Ago
Additional docs/cleanup
5 Months Ago
ActionGraph: Expose NeworkSpawn, some Connection members
5 Months Ago
Screen Space Ambient Occlusion SSAO: Remove PS variant, hide difficult options and set some nice defaults, add r_ssao_debug, cleanup unused/unneeded SSAO draws after opaque, not transparent. Added CameraComponent.AddHookAfterOpaque
5 Months Ago
Skinned renderer merges child descendants so everything gets merged to a root merge target https://files.facepunch.com/layla/1b1611b1/sbox-dev_aMH7Swm3RU.mp4 Fix prop trying to access gameobject of destroyed component when breaking into components
5 Months Ago
Animgraph: Fix aim matrix pitch not calculating correct weights
5 Months Ago
Animgraph: Add support for face direction parameters in mover node Animgraph: Add support for turn to face parameters in turn helper node
5 Months Ago
Teleport keyframed colliders when interpolation is cleared https://files.facepunch.com/layla/1b1611b1/sbox-dev_A3vzpv1ell.mp4
5 Months Ago
Unlink component game object at the end of destroy so component IsValid is false after destroying it
5 Months Ago
Fix skinned renderer not bone merging children if it's bone merged itself
5 Months Ago
Prop.CreateGibs returns the list of gibs
5 Months Ago
Make CubemapFog material still be configurable, take it straight from the skybox if it's null
5 Months Ago
Drop object create and grid snap in one place instead of everywhere Add ParticleSystem.Bounds to get static bounds of the resource Add ParticleSystem.LoadAsync Add ParticleDropObject https://files.facepunch.com/layla/1b1511b1/sbox-dev_vLyJncgR0y.mp4
5 Months Ago
Cubemap fog just takes material from current skybox https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4
5 Months Ago
Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper
5 Months Ago
[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
5 Months Ago
Citizen/animgraph: conversion of locomotion lean layer from hacky, '15%-of-a-big-overlaid-change' version to model-space additive — still needs tweaking
5 Months Ago
FPArms: genericized versions of new ironsight additive animations for the shared library
5 Months Ago
Fix skinned model renderers using incorrect bounds when switching from a model with bones to a model without bones - use rigid bounds type for boneless models
5 Months Ago
We don't need to do this anymore
5 Months Ago
Misc post-scenetab fixes Hide skybox in 2d views Split scene view layout/viewport classes into separate files Tidy Use frustum RayDepth for terrain, hitbox traces Make 2d clipping less crap Use black background for 2d views
5 Months Ago
Hook it up in PS_FinalCombinerDoLighting before I do a full shader build
5 Months Ago
CDecalSceneObject - Non renderable, holds data only but can be culled by the scenesystem Tiled Frustums ( We should make light culling use these as they are more accurate and faster ) Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface Apply forward+ decals as part of standard shading (recompiles needed to support this feature)
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
5 Months Ago
Add BBox + Sphere GetVolume() Call AudioProcessor.OnDestroy properly Make DspProcessor public Store and restore Mixer config when playing game in editor Update Processors in mixer UI to show enabled status catch and report exceptions when disposing GameObjectSystems Dsp tweaks
5 Months Ago
Swap these
5 Months Ago
Clean up
5 Months Ago
Call ProjectSettings.Reset in ResetEnvironment
5 Months Ago
Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically