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20,839 Commits over 1,522 Days - 0.57cph!

8 Months Ago
Fix NRE when running Game.Close in the editor Toggle play when running Game.Close in the editor
8 Months Ago
Set InputState.Ignore if game isn't being played
8 Months Ago
CMaterialSystem2::GetVfxPlatformType default to SPIRV
8 Months Ago
Fresh shaders
8 Months Ago
Remove HLSL/GLSL compatibility funcs Delete unused Gather4Red macros Use normal precise keyword Piss off Dx9Sampler What the fuck is SV_ScreenPosition, delete pre SM 4.0 semantics Unused tessellation macros vr_cubemap_fog include common_samplers Fuck these Front/BackFace macros Useless redefines
8 Months Ago
vfx_vulkan: actually fail if any of this validation fails, add another validation check for binding ids vfx_vulkan: improve error feedback Remove domain/hull shaders (they weren't working, Valve already deleted them, compute better)
8 Months Ago
vfx_vulkan: never disable optimizations, this was fucking spirv-reflect and the compile time difference is minuscule Don't have a different fastMode shader compile, it doesn't do anything now Matching register offset check in AddSamplerStateVariableToCommandBuffer, same as SetSamplerStateValueFromVariable (prevent oob write) Bind some default shader resources to prevent crashes, this stuff shouldn't be hit normally so warn/assert it's likely solved by a shader recompile otherwise yell at me
8 Months Ago
Disable parallel solver
8 Months Ago
Add BodyGroups and MaterialGroups in Prop Component
8 Months Ago
If collision source can't get game object from collider, try to get it from body Add collision events to ModelPhysics
8 Months Ago
Mesh Editor: Add snap to vertex
8 Months Ago
Mesh Editor: Add edit logs to face operations Mesh Editor: Clear selection on tool disable
8 Months Ago
Mesh Editor: Add new faces to selection on DetachFaces
8 Months Ago
Mesh Editor: Add snap edge to edge https://files.facepunch.com/layla/1b2311b1/sbox-dev_47gpBlC2me-00.00.00.000-00.00.21.192.mp4
8 Months Ago
Don't switch to object tool after creating block
8 Months Ago
Block tool saves last material used
8 Months Ago
Add PrimitiveBuilder.Material
8 Months Ago
Mesh tool selection and block tool are inspector widgets like they should have been in the first place
8 Months Ago
Clean up mesh control widget
8 Months Ago
CreateModelFromPolygonMesh add mesh collision automatically
8 Months Ago
Add modeldoc PhysicsMeshFromRender
8 Months Ago
Physics hull from render works on render primitive meshes
8 Months Ago
Add RenderPrimitiveMesh to modeldoc (not created in editor) that can serialize a CModelMesh to allow for inline meshes in vmdl Add SaveToKV3 and LoadFromKV3 to CModelMesh Add EditorUtility.CreateModelFromPolygonMesh Add button to MeshComponent to convert to vmdl
8 Months Ago
Allow alpha on MeshComponent
8 Months Ago
ActionControlWidget: show graph errors in widget https://files.facepunch.com/ziks/1b2211b1/sbox-dev_DUsekC8GAK.png Even nicer stack traces for logs / exceptions in Action Graphs https://files.facepunch.com/ziks/1b2211b1/sbox-dev_pFRBSK1ykL.png
8 Months Ago
Use high quality GGX filtering if baking cubemap as OnEnabled
8 Months Ago
Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering
8 Months Ago
Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 )
8 Months Ago
Whitelist common_samplers.fxc (hate this)
8 Months Ago
PresentYUV420Texture sets its sampler state (this whole func is manual?), fix random crash from using an unbound sampler
8 Months Ago
Revert verifying bound samplers & images until I fix these bad bindings
8 Months Ago
Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization
8 Months Ago
Debug string for CTextureManagerVulkan::GetTextureResource Whitelist some more common exception types Vulkan: Verify bound samplers and images
8 Months Ago
Nicer exception logging / stack trace for Action Graph exceptions Push EditorNodeLibrary in Asset.TryLoadGameResource()
8 Months Ago
Clean up opening editor for a given action graph Implement inspecting action graph elements Make sure ActionGraph GUIDs are unique too Make sure embedded expression graphs have an input node Fixes Facepunch/sbox-issues#5253 Hide input node for expression graphs with no inputs
8 Months Ago
CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling? If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness
8 Months Ago
Push NodeLibrary scope for ActionGraphResource Facepunch/sbox-issues#5244 Make sure NodeLibrary scope is pushed when deserializing components Facepunch/sbox-issues#5244
8 Months Ago
VFX_MAX_SAMPLERS is 16 (matches VFX_MAX_SAMPLERS_PER_STAGE and RENDERSYSTEM_MAX_SAMPLERS ) - there is no reason a shader should have more samplers than this These sanity checks aren't sane, textures aren't samplerstates. A proper sanity check already exists in CVfxVulkan::CompileSource Use more common samplers for volume fog, vr lighting. Add g_sBilinearClamp & g_sPointClamp common samplers Fix error texture spam by making sure "EnvironmentMap" is always valid Dark mode non editor window Vulkan: Aftermath is opt-in with -aftermath, costly callstack info with -aftermath_full Recompile sprite shader
8 Months Ago
CreateModelFromMeshFile uses modeldoc directly to create the document and save instead of using a vmdl template. This has huge potential now that I know it works.
8 Months Ago
CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling?
8 Months Ago
Be able to disable cubemap normalization without S_TOOLS_VIS on shader
8 Months Ago
Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers)
8 Months Ago
Fix api query
8 Months Ago
Don't check require component while deserializing, wait until post deserialize
8 Months Ago
Debug view for scene ref nodes
8 Months Ago
Warn Nvidia driver 551.23 for known issues Stop compiling rendersystemdx11, remove -dx11 switch Clean up IRenderHardwareConfig no need for all this DX8/360 crap, remove dxsupport.cfg override vfxcompile: stop compiling dxbc, remove vfx_dx11 Remove "Compile Optimized Shaders", spirv-opt always runs
8 Months Ago
Set bindpose transforms before applying physics bones ModelBoneTransformProxy.SetWorldTransform needs to set the bone transform local to the renderer transform, fixes bones blowing up when moving them in editor
8 Months Ago
Update height clamp
8 Months Ago
Update API URL
8 Months Ago
Parse commandline properly to prevent projects with `-test` in the name breaking sbox-issues/issues/5208 Test for multiple keyframe percentages (sbox-issues/issues/5168) Support multiple keyframe percentages e.g. ```scss @keyframes tilt { 0%, 10% { transform: rotate(0deg) scale(1); transform-origin: center; } } ``` sbox-issues/issues/5168 Vector2Int, Vector3Int sbox-issues/issues/4995