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

8 Months Ago
Legacy particles with collision use physics traces instead of mesh traces, (should) be faster and work on terrain https://files.facepunch.com/layla/1b1211b1/sbox-dev_ZaiiI5fZ10.mp4
8 Months Ago
Scenes free their SceneWorld/PhysicsWorld/GizmoInstance on close/destroy/finalize
8 Months Ago
When calling NetworkSpawn we break from prefabs in all of our ancestors ( Fixes Facepunch/sbox-issues#5046 )
8 Months Ago
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it) Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL TextDialog cleanup ControlSheet.AddRow just creates a ControlWidgetRow (single path) Move ComponentSheetHeader to its own file Now GameObjectTransformControl uses the new path, we don't need to manually align margins MakeIdGuidsUnique returns a translation dictionary Store prefab guid to instance guid translation table on prefab instance root GameObject Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab Add CloneConfig.PrefabVariables Add PrefabFile.VariableList Simplify prefab instance lookup object by id Add PrefabScene.VariableCollection Prefab variables end to end Show variable names when inspecting prefab Prefab variables widget, editing, grouping, deleting Fix ControlSheet stretching horizontally Store variables in the prefab's RootObject, makes most sense Variable star opens a menu instead PrefabVariable UI https://files.facepunch.com/garry/83829991-476d-4934-ad39-099fc0f7ce6d.png Fix prefab changes not updating after save UI tweaks Remove Scene.Save - way too confusing Merge pull request #1603 from Facepunch/prefab-variables Prefab Variables
8 Months Ago
Remove Scene.Save - way too confusing
8 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
8 Months Ago
Fix prefab changes not updating after save UI tweaks
8 Months Ago
PrefabVariable UI https://files.facepunch.com/garry/83829991-476d-4934-ad39-099fc0f7ce6d.png
8 Months Ago
Variable star opens a menu instead
8 Months Ago
Store variables in the prefab's RootObject, makes most sense
8 Months Ago
Add Additive (Model Space) blend mode to aim matrix blend node https://files.facepunch.com/layla/1b1111b1/sbox-dev_GcsQxAEM2k.mp4
8 Months Ago
Update shaders
8 Months Ago
Fix ControlSheet stretching horizontally
8 Months Ago
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
8 Months Ago
Show variable names when inspecting prefab Prefab variables widget, editing, grouping, deleting
8 Months Ago
Delete blobulator
8 Months Ago
Add shadow depth bias on matrix Compile UI shaders for inverse depth
8 Months Ago
Delete choreoobjects and scenefilecache
8 Months Ago
Update test animgraph for model-space additives Citizen: add model-space versions of additive idle aim matrices
8 Months Ago
Add "Find in Asset Browser" context menu item to resource/asset widgets Focus the current value in asset pickers
8 Months Ago
Citizen/animgraph: first pass at making the locomotion lean layer based on model-space additives + lowered default eyelid pose by 10 degrees
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
8 Months Ago
Fix glass and decal overlays depth bias
8 Months Ago
Add Mixer.StopAll
8 Months Ago
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)
8 Months Ago
DoF with reverse depth Shaders for reverse depth
8 Months Ago
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it) Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL TextDialog cleanup ControlSheet.AddRow just creates a ControlWidgetRow (single path) Move ComponentSheetHeader to its own file Now GameObjectTransformControl uses the new path, we don't need to manually align margins MakeIdGuidsUnique returns a translation dictionary Store prefab guid to instance guid translation table on prefab instance root GameObject Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab Add CloneConfig.PrefabVariables Add PrefabFile.VariableList Simplify prefab instance lookup object by id Add PrefabScene.VariableCollection Prefab variables end to end
8 Months Ago
Citizen/animgraph: improved scale_height parameter (see commit comments) • tweaked input poses, especially the tall one (5% less legs, 5% more torso & arms) • tweaked stride scaling: from 0,1,2 to -1,1,3 (this lets short characters cover much more ground, and helps prevent IK pops on tall characters) • added a new weighted constraint to the procedural neck_clothing bone so that it won't flip anymore on extremely short characters (with e.g. jumpsuit outfit) • scaling your height is now bouncy because it looks fun: https://files.facepunch.com/maxlebled/1b1111b1/sbox-dev_2024-06-11_11-58-31.mp4
8 Months Ago
Added an edge sharpening for blur (preserves edge) conttol ditto
8 Months Ago
Add SubtractModelSpace to ModelAnimUtils, use it for AnimSubtractModelSpace
8 Months Ago
Add AnimSubtractModelSpace modeldoc node
8 Months Ago
Fix modelspace blending in SubtractPoses and AddPoses https://files.facepunch.com/layla/1b1111b1/sbox-dev_zpJENXQ2mT.mp4
8 Months Ago
Animgraph: Add modelspace blending support to Add and Subtract nodes https://files.facepunch.com/layla/1b1011b1/sbox-dev_DkWD1KYUFD.mp4
8 Months Ago
FPXR update, new actions manifest path format, temporarily remove knuckles bindings
8 Months Ago
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
8 Months Ago
Context menu UI to add / remove inputs / outputs Fixes Facepunch/sbox-issues#5625
8 Months Ago
War Helmet LODs
8 Months Ago
Gasmask LODs
8 Months Ago
Add Priority to CodeGeneratorAttribute - allows you to specify priority. Higher priority means the target method/property is wrapped first.
8 Months Ago
Fixed scene selection not updating when switching active scene
8 Months Ago
Scene tab fixes - Fix scene tabs being invisible when restoring layout - Save/restore scene tab position in window state - Place new scene tabs with existing scene tab when possible
8 Months Ago
Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner
8 Months Ago
Fix (3D) Skybox with inverse depth range Fix SSR backtracing on reverse depth
8 Months Ago
Example graph for model-space additive blending implementation
8 Months Ago
FPArms: new shared sprint in/out additive transitions
8 Months Ago
Fix NRE in vertex bevel
8 Months Ago
Add rib select to edge selection
8 Months Ago
Start splitting up half edge code to make it easier to maintain
8 Months Ago
Make C# hotspot editor a editor app, delete native version
8 Months Ago
Adjust depth bias for gizmo shaders for the increased depth precision Tiled light culling with reverse-z SSR with inverted z ( Way more stable )