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22,418 Commits over 1,614 Days - 0.58cph!

8 Months Ago
Simplify scene ref gizmos, fix leak when closing scene
8 Months Ago
Fix some files (.razor) not opening in code editor from compile status window
8 Months Ago
Hotload: Skip some System.Text.Json types
8 Months Ago
Do Reverse-Z worldtoshadow in lightbinner rather than in shader code, makes existing old shaders have proper shadows with just our compatibility mode https://files.facepunch.com/sam/1b0211b1/kzfuxUK73z.png
8 Months Ago
Dictionary control widgets can't be edited when readonly
8 Months Ago
Allow model inspector to preview animations https://files.facepunch.com/layla/1b0211b1/sbox-dev_fdrQka7PNG.mp4
8 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 Shaders with reverse-z and IBL
8 Months Ago
Fix OnComponentUpdate / OnComponentFixedUpdate not running
8 Months Ago
Fixed Facepunch/sbox-issues#5752
8 Months Ago
Initial VR scene for main menu https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png Remap worldpanel depth correctly, fixes depth issues Treat worldpanels as layers Render VR menu at 4k, scale down to fit Basic VR world input component, menu works properly https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4 Update Facepunch.XR to 92bea5f Provide poses for Facepunch.XR submit, prevents jittery and spongey tracking 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) Update Facepunch.XR to 8839c8e Remove unused InputSource and InputSourceHandle properties on TrackedDevice Make headset a tracked object, means it can appear in Input.VR.TrackedObjects & matches controllers Changes the API without breaking it, e.g.: `var headTransform = Input.VR.Head;` becomes: `var headTransform = Input.VR.HMD.Transform;`
8 Months Ago
Update Facepunch.ActionGraphs * Optimization when cloning * Nicer error messages with invalid pure methods (Facepunch/sbox-issues#5743)
8 Months Ago
WIP description
8 Months Ago
Add basic support for using right CTRL/SHIFT keys for input actions, I didn't include RALT because my keyboard doesn't seem to work with it (resolves Facepunch/sbox-issues#5506)
8 Months Ago
ByteStream Rewrite (#1610) * Added failing ByteStream stress test * Rewrite ByteStream to use Span / ReadOnlySpan where possible
8 Months Ago
Start pending components before physics step - fixes physics step running before joints are created
8 Months Ago
Look for eligible types in ResourceControlWidget, so it works with inherited types (resolves Facepunch/sbox-issues#5609) https://files.facepunch.com/tony/1b0211b1/sbox-dev_YJS6hP69DC.png
8 Months Ago
GameObjectSystem metrics
8 Months Ago
Fix SoundEvent.GetNextSound random not using the full range of sounds
8 Months Ago
Fix NRE in Collider.RebuildImmediately
8 Months Ago
DynamicSceneObject can take vertex span instead of one at a time
8 Months Ago
Process particles in a GameSystem, all at the same time, to benefit from multithreading
8 Months Ago
Fix NRE in TeleportKeyframeBody
8 Months Ago
Remove left over log
8 Months Ago
Allow drag drop on ResourceControlWidget if the game resources are assignable
8 Months Ago
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8 Months Ago
Fix Component being decorated with IUpdateSubscriber, IFixedUpdateSubscriber (making it useless)
8 Months Ago
Add start and end loop points to sound meta
8 Months Ago
Don't do MakeNameUnique() if we have > 100 siblings, don't always create a hashset Lets cache TypeLibrary.GetTypes( t ) - and invalidate when things change - this significantly improves TypeLibrary performance
8 Months Ago
Completely remove the locking from Performance.Scope
8 Months Ago
Fix "Value cannot be null." when ControlWidget cannot be created for property
8 Months Ago
Benchmark fullscreen is borderless
8 Months Ago
Optimize performance scope to not lock, not create Use custom implementation of .HasFlag for mostly unnessecary optimization ( .Contains() ) Micro optimization, use RenderAttributes.SetComboEnum<T> instead of SetCombo (avoid boxing) Avoid creating a Func when getting friend state avoid creating an array when iterating CircularBuffer Fix player count in GameLobbyGroup Fix warnings This stops the creation of boxed steamids, somehow
8 Months Ago
Clearer exceptions
8 Months Ago
Ensure we properly network ownership changes during network orphaned actions
8 Months Ago
Enum and List control widgets can't be edited when readonly
8 Months Ago
Keep project loading stuff together and make sure we load initial collision rules after project settings file system is mounted (Fixes Facepunch/sbox-issues#5739)
8 Months Ago
Closes Facepunch/sbox-issues#5566
8 Months Ago
Throw exception when sending RPC on non-networked Game Objects (Closes Facepunch/sbox-issues#5504)
8 Months Ago
Fixed potential NRE in AudioListener component when scene camera isn't valid (yet)
8 Months Ago
Added failing ByteStream stress test Rewrite ByteStream to use Span / ReadOnlySpan where possible
8 Months Ago
Scene.RunTrace optimization (test)
8 Months Ago
Fix warnings
8 Months Ago
Add Diagnostics.Allocations Temporary allocations dock Send allocation info with benchmarks
8 Months Ago
Fix some incorrect sound paths in surfaces
8 Months Ago
Force render settings for benchmark
8 Months Ago
Benchmark launcher (wip)
8 Months Ago
Actually save the project list when adding a project to it Add OnParticleDestroy, OnParticleCreate properties for actiongraph https://files.facepunch.com/garry/6ee12c48-30bf-40f9-a246-301d48cd61a2.mp4
8 Months Ago
FPArms: shared jump/land/airborne subgraph + fixed _delta missing from some shared names
8 Months Ago
Fixed "Hidden" banner styling. Resolves Facepunch/sbox-issues#5746
8 Months Ago
Don't think ControlWidget if it's not visible Add Style.HasBorder ComponentEditorWidget default size mode Margin.GetEdges optimizationj Add Paint.SetFont, Paint.Rect (from Styles) Add EditorUtility.Projects.ResolveCompiler( assembly ) TabWidget has a no text mode, icons only Add experimental StyleWidget Add custom inspector for Particle Effect