3 Months Ago
![](https://files.facepunch.com/web/avatar/486779-22063427.png)
Update Facepunch.ActionGraph
Fixed GameInstance.TrapButtons not trapping when we don't have a menu
Mesh Editor: Alt right click another to apply selected face material to another face
Fixed input rebinding not working when running a local game / in the editor
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
Add "Reset to Default" menu option to ControlLabel
Typo
Build fix
GetButtonOrigin tries to grab collection bind in first slot before falling back to input action default (resolves sbox-issues/issues/5526)
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
Keep one list of references. Keep them in CodeArchive.
Cleanup, remove unused code
Api.Get return null if 404
Fix base project not compiling
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
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
Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)
Don't copy filesystem dll to game root
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
Include code archive when publishing
Update VR hands with more backported stuff & fixes + left hand model
VR hands: couple more fixes + "cylinder" poses
VR hands: "grab" poses
Hide some of these filesystem things, in hopes that the analyzer stops looking for zio
Update minor update packages
SkinnedModelRenderer: Don't let anything get in the way of deleting the sceneobject on disable
Generate schema as part of build
Mesh Editor: Alt+Right actually wraps the uvs now https://files.facepunch.com/layla/1b1711b1/sbox-dev_xWZDd66awF.mp4
Remove VR hand assets from "Half-Life: Alyx" & associated source files
Support compiling from a MemoryFileSystem
Re-implement / simplify FastPathTest
Fix test host process crashing in TestCompiler
Fix nullable error
Add MusicPlayer.TargetMixer
ColorGrading - Work In Progress
ColorGrading Post Process - Work in Progress. Temperature Mapping, Tone mapping methods. Working on per channel curves.
New Clothing Piece! - Cowboy Hat and Sleeveless Jacket
First passes of the cowboy and sleeveless jacket assets
LODs and further skinning adjustments coming ASAP.
https://files.facepunch.com/daniel/1b1711b1/ApplicationFrameHost_3qpuuGFpGa.jpg
Don't cache null types in AssetType.FromExtension. Fixes GameResource assets not appearing in projects that use libraries.
Fixes Facepunch/sbox-issues#5498
Remove model check in CMeshSystem::ChangeModel, this function needs to run even if it's the same model for model reloads
Add CompilerName and AdditionalFiles to CodeArchive
Add CompileCodeArchive test
beard adjustments / fixes
Fix Project.HasCompiler logic to look for any compiler (resolves sbox-issues/issues/5531)
Use intermediary texture to avoid collision in filtering generated cubemaps, this should fix the cubemap corruption in certain hardware
Delete ILobby
Add softsplit.donut to codearchive test
Rework polygon mesh to have texture coords the same as hammer, coords can be computed by params and params can be computed by coords. This allows texture wrapping to be identical to hammer. https://files.facepunch.com/layla/1b1911b1/sbox-dev_eGxR8MTpVC.mp4
Add this function back, someone was using it
Don't html encode comments
Cleanup header bar
Fix compile warning
Do an initial clear initialization on FindOrCreateFrameBufferScratchTexture to make sure the data is not garbage, should fix SSR accumulation artifacts specially on multiview
UI-only clears should respect if ( r_ui.GetBool() ) as also per sbox/issues/1575 , will check to make this a clear layer rather than a render layer
Change how escape button works, so it has a set path from game => menu -> tools
Input.EscapePressed is no longer accumulated
Input.EscapePressed has a setter, so you can prevent it doing further things
Break game window focus in editor if escape is pressed
DragAssetData.Parse: Resolve local asset before attempting to make it a package ident
Material API specular obeys S_SPECULAR same as Valve's PS_FinalCombinerDoLighting (you can now turn it off)
Graphics.PrepareTextureForUse -> Texture.MarkUsed (Doesn't need a graphics context now)
Json.SerializeAsObject (GameResource serialization) supports [JsonInclude] on non public properties. Deserialization already supported it.
WrapTextureToSelection with shift-alt-rmb https://files.facepunch.com/layla/1b2011b1/sbox-dev_MA50eCo78d.mp4
Work in progress update
RGB and HSV per channel colour curves, UI improvements
Fix NRE's when polygon mesh face has no material set
Add pause menu
Add Game.Overlay.IsPauseMenuOpen
Fix DelegateFunctionPointer making traces slow
Move InterpolationBuffer to Sandbox.System
Cleanup Sandbox.Game
Remove unused steamworks stuff
Fix Rotation.LookAt(Vector3 forward)
Broken if you do Rotation.LookAt(Vector3.Forward)
ConeEmitter: velocity direction should always be away from tip
ConeEmitter: fix distribution if OnEdge is false
New Outfit Piece! - Bandana Mask
https://files.facepunch.com/daniel/1b2111b1/BJICfUHSEi.jpg
LODs coming asap
Add InteractionRange to WorldPanel component (resolves sbox-issues/issues/5550)
Party wip
Fix Razor panels erroring when using <style> tags. All code paths are already relative since CodeArchive changes. Fixes Facepunch/sbox-issues#5528
Replace old friend menu
model swatches deleted
Follow party into network game
Fix codegen error check in compiler
Was causing first build after fixing errors to fail too
Retry downloads 3 times on non success status error
Validate download size in CodeArchive test
Update Facepunch.ActionGraphs
Fuck knows why I did this, seems to be causing problems now
Add fit texturing to mesh faces https://files.facepunch.com/layla/1b2111b1/sbox-dev_4I6Ptq6CgB.mp4
Add justify texturing to mesh faces https://files.facepunch.com/layla/1b2111b1/sbox-dev_Nf5FGYFcJH.mp4
Fix not following leader into MP game
Lets put a social bar on the pause menu
Tweak to avoid game join timeout
Revert "Fuck knows why I did this, seems to be causing problems now" - Fucked on AMD. It'll be easier to debug when we're not rendering backwards in NativeRenderingWidget
Fixed - Lighting Preview cubemaps do not match the skybox HDRI itself sbox-issues/issues/5546
Support Tint on Prop component
https://files.facepunch.com/louie/1b2111b1/FxQMscVdqE.jpg
Map Instance creates props_phys/anims/dynamic as Prop Components
switched shader on primary_white_* materials
Highlight parties that are playing a game
Ensure all swapchains are up to date before doing any rendering rather than when doing it per swapchain when the NativeRenderingWidget renders
Finally get rid of that renderdevice window hack that has been there forever, do SetWindowPos correctly in hostedwidget for main window
Use SizeToParent to set initial window position initially for HostedWidgets
Simplify InterpolationBuffer a little bit (internal API)
Disable interpolation during certain initialization callbacks for components
More WIP changes
Added per channel mappings, LUT for HSV and RGB, code improvements, ACES calculations,.
Latest ColorGrading post process and shader
Latest ColorGrading post process and shader
Removed some meta commands and tidy ups
Some '#fdefs not needed as unused Uniforms optimised away by compiler. Some white space tidy ups.
Merge pull request #1584 from Facepunch/ColorGrading2
Color grading2
When finding files to publish, also look in libraries
Clear up these ".vfx" references to avoid confusion
ColorGrading: Expose to TypeLibrary, make properties public so inspector can find them (Engine classes are exposed differently than classes in projects)
Compiled ColorGrading shader
ColorGrading: Don't need these private enums, they map 1:1 with the public
Add rotate and treat as one to mesh face texturing
Make rotate undoable
Allow selected mesh faces to be extracted and put into a new mesh
Add retry resilience to DownloadString
New Outfit Piece - Fingerless Gloves
https://files.facepunch.com/daniel/1b2211b1/Screenshot%202024-05-22%20221155.png
LODs coming asap
Make lobby callbacks interface based, simpler, easier
Fix UpdateFromPrefab() NRE when GameObjectFlags.NotSaved
Sort envmaps properly
Fix debug vis on Material API
https://i.imgur.com/v1jw9qv.png
Ambient occlusion debug vis
https://files.facepunch.com/sampavlovic/1b2311b1/ao.png
Use explicit UAV barriers for cubemapper
Fixed WorldPanel gizmo scale
Fix bounds for scaled WorldPanels
Scaled up panels were getting culled while on-screen
Fix bone merged skinned model first frame being wrong
PartyRoom.SendChatMessage
Fixed WorldPanel.RayToLocalPosition when scaled
Fixes Facepunch/sbox-issues#5558
Update avatar scene to fix outdated scene meshes
Fix edge extrude not updating uvs of connecting face
ctrl+i inverts selection for vertices, edges and faces
Only ensure swapchains up to date in tools mode and dont let hostedwidget change videomode, that's also handled by EnsureSwapChainsUpToDate and was causing a vulkan crash
Fix Directional AO shader, it was broken for a while and nobody noticed, add a proper falloff curve to it, I feel like just deleting this and starting new with the new Scene Distance Field AO stuff
Recompute origin of new mesh for extracted mesh faces
Switch from Marshal.SizeOf to Unsafe.SizeOf in a bunch of places where Marshal is wrong
Fix NotImplementedException in SteamLobbySocket - fixes sbox-issues/issues/5560
Sorry I'm an idiot
.gitignore: wanna keep these launchSettings local
Component inspector event toggle color / tooltip shows if actions are populated
https://files.facepunch.com/ziks/2024-05-24/sbox-dev_DLz0WbVE9W.png
Facepunch/sbox-issues#5563
Fix edge connect not recomputing texcoords
Make sure we only load skybox if it uses a sky shader, CSkyBoxObjectDesc expects a static input layout and causes validation errors if anything else is assigned, this also makes sure you can only select skybox materials
Cache ActionGraphs per PrefabFile
Vulkan: When a swapchain needs an update, update only that specific swapchain rather than all of them, remove that stupid EnsureSwapChainsUpToDate too, fixes resizes on tools looking horrible too
Handle NativeRenderWidget presents outside of Begin/FinishRenderingViews block, a lot of the logic for rendering is in the RenderingViews block and was getting stomped on, the hack we had before only hid that, separates render/present steps cleanly, should fix vulkan crash issues on tools
Merge branch 'master' into AsyncRenderSceneToPixmap
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