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17,469 Commits over 1,338 Days - 0.54cph!

1 Hour Ago
TerrainMaterial resource with custom compiler which generates 2 packed vtex_c from 5 PBR source images https://files.facepunch.com/matt/1b1611b1/FvEbxe3xoQ.png [pick] DragAssetData.Parse: Resolve local assets first before trying to package ident Don't force Terrain creation through GameObject menu, don't hide terrain asset generation in here, make it so you can add a Terrain component Add TerrainMaterial AssetPreview - we'll use this for the editor ux too Replace horrible TerrainData/TerrainDataFile combo with TerrainStorage GameResource Stub TerrainStorage ResourceEditor Remove special terrain save logic from SceneEditorSession, use scene.saved editor event Terrain component editor supports creating or linking TerrainStorage if none is attached https://files.facepunch.com/matt/1b1611b1/PiMEhkVZd8.png Terrain component editor split settings into its own tab, add filter properties https://files.facepunch.com/matt/1b1611b1/obbHlfw3m8.png TerrainLayerList -> TerrainMaterialList - much simpler, use the TerrainMaterial's AssetPreview thumb DragDrop TerrainMaterial into TerrainMaterialList TerrainMaterials GPU buffer, shader uses BCR/NHO textures with 2 channel normal, adding height and AO parameters PreviewTerrainMaterial: Add nho texture, make previews way bigger https://files.facepunch.com/matt/1b1611b1/6eH6XTWtsI.png [pick] Material API specular obeys S_SPECULAR same as Valve's PS_FinalCombinerDoLighting (you can turn it off) Disable specular on terrain https://files.facepunch.com/matt/1b1611b1/sbox-dev_SWZ86cs1iM.png https://files.facepunch.com/matt/1b1611b1/sbox-dev_hhcEQ6Tnhp.png TerrainMaterial add metalness TerrainDropObject
1 Hour Ago
Include code archive when publishing
1 Hour Ago
Revert "Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)" This was breaking certain types that are created from native
1 Hour Ago
Don't copy filesystem dll to game root
2 Hours Ago
Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)
4 Hours Ago
ByteStream can be accessed from non-main threads Add ByteStream.Compress(), Decompress Can create compiler without file path CodeArchive serialize/deserialize Write code archive to filesystem
4 Hours Ago
Make sure any GPU callbacks are finished before disposing of pixmaps on managed, read from RGBA8888 pixmaps directly
5 Hours Ago
Pass vulkan-related stuff in as structure
5 Hours Ago
Events
5 Hours Ago
temp disable copying from scene camera
5 Hours Ago
Hack around extension-related crash for now
5 Hours Ago
More compiler cleanup Disable FastPathTests (left a comment for you @Metapyziks) CompilerSettings becomes Compiler.Configuration, is a struct Cascade ParseOptions down on each compile instead of trying to keep it up to date
5 Hours Ago
remove log
5 Hours Ago
maintain layout config when toggling viewport fullscreen
6 Hours Ago
Move OpenXR requirements into Facepunch.XR Requirements are done automatically now, make instance/device extension format consistent
Today
tuck camera alignment shortcuts away in camera menu
Today
Keep one list of references. Keep them in CodeArchive. Cleanup, remove unused code Api.Get return null if 404 Fix base project not compiling
Today
Fix transform update delay when Skinned Model Renderer is attached to bone of another Skinned Model Renderer (#1578) * Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer * Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
GetButtonOrigin tries to grab collection bind in first slot before falling back to input action default (resolves sbox-issues/issues/5526)
Today
Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
Today
Remove direct OpenXR bindings Pass debug callback eto Facepunch.XR, make a session
Today
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
Today
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
Today
Build fix
Today
fix nudging remove some global gizmoinstance refs
Today
use active SceneOverlayWidget directly use a single toolmanager instance
Today
Typo
Add "Reset to Default" menu option to ControlLabel
Today
Add new dlls to release archive Move unittest razor/generator tests to compiler test Generator: additional files presented as text rather than paths Add additional tests Compiler builds a CodeArchive and then compiles from that
Fixed input rebinding not working when running a local game / in the editor
Today
Make RenderSceneToPixmap non-blocking and fix annoying wasRendered assert
Today
Mesh Editor: Alt right click another to apply selected face material to another face
Fixed GameInstance.TrapButtons not trapping when we don't have a menu
Today
Update Facepunch.ActionGraph
Today
Allow dropping a .action into the Action Graph editor https://files.facepunch.com/ziks/2024-05-16/sbox-dev_7kY8vTea7g.mp4 Fixed target type of AGs on the root of a prefab AG node double-click opens new tab in same window Can drag .action resources into Action properties https://files.facepunch.com/ziks/2024-05-16/sbox-dev_rSLRXcZtPU.mp4
Update .gitignore Remove "Open in Code Editor" from launcher project rows
Today
Adding CompilerOutput, to consolidate the output of a compile Ignore xml files in game/
Today
Add map drag drop for easier map setup https://files.facepunch.com/layla/1b1611b1/sbox-dev_AFyG42ycDa.mp4
Work-in-progress replacement for VR hands
Yesterday
Allocate initial texture data for textures created with no data provided so they don't use uninitialized data
Yesterday
Update fpxr + bindings
Yesterday
Disable rendering of scene object before deleting it, usually good practice because delete is a frame behind
Yesterday
Add MeshComponent.HideInGame, usually for clips or triggers
Yesterday
EnumControlWidget supports multi edit https://files.facepunch.com/layla/1b1511b1/sbox-dev_eZLBW8jHHL.mp4
Yesterday
move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore
Yesterday
Changing primitive type of mesh now works with multiple selection
Yesterday
Wrong docs
Yesterday
Use enum for now
Yesterday
openxr_loader lib Add Facepunch.XR native library Initial bindings to Facepunch.XR
Yesterday
Support multiple scene mesh export to vmdl https://files.facepunch.com/layla/1b1511b1/sbox-dev_KtN4e3locJ.png