13 Days Ago
Make sure we're correctly registering a resource or promise from Asset.LoadGameResource, resolves Facepunch/sbox-issues#6952
Tick FileWatchers after compiling all assets on startup, resolves Facepunch/sbox-issues#6635
Remove unsued
Update test packages
Update cecil
Update skia to 3.1
Clear cached material override on sceneobject when changing model so it can be set again - Fixes model renderer not applying material override on model change
Fix compile warning
Shaders
Shader functions can specify storage class (static) and specify inline without erroring now
Fix minor typo
Added Multiedit support to TagSets. Resolves Facepunch/sbox-issues#6882
https://files.facepunch.com/CarsonKompon/2024/December/05_10-10-LividGallowaycow.mp4
Rename TagSetControlWidget file name to match class name
Bindless shader API class
Use custom Qt styling/preferences in Launcher as well
Launcher: this is a sort not a filter so don't call it one
Move DefaultProjectLocation from editor cookie to launcher cookie, since we stopped saving that at some point
Fix project location label being squished
Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive
* Non templated version because sometimes your buffer will have various types
* Usage flags can be combined now, e.g a buffer can be used as an IndexBuffer but also ByteAddress for compute shader
* Added additional error checking, exposed readonly properties for count/size/usage
* Added CodeUpgrader for ComputeBuffer -> GpuBuffer
* Fix Terrain materials buffer overflowing its gpu buffer
Fix ssao shader include
Another fix what is this
Add Graphics.Draw from GpuBuffer<T>
vfx: remove unused HEADER { } carp
vfx: remove GetDefaultBlock which is randomly not used for any but MODES block, default modes = just Default() everything else is too magic bullshit
This seems bad
Citizen: disabled AO proxy nodes now that AO proxy support has been removed
Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive.
Keep version, we'll use it in a different way
Citizen/animgraph: flipped order of compositing operations in skidding to fix arms pose (wish_*-based flailing comes after addition) + rewrote and updated some comments around the graph
Hair Updates
Proper object.Equals overrides for AssetBrowser entries
Asset browser: fixes for thumbnails not displaying/regenerating properly
Make sure SoundEvent is compiled before we try to add sounds to it. Fixes Right Click MP3 -> Create Sound Event(s)
Don't use absolute path when creating sounds from mp3s
Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters
Hair Updates
AbsolutePath is required only for registering the asset
Added Multiedit to RangedFloat (so you can edit all your sounds at once)
AudioDistanceFloatProperties now support Multiedit
ButtonControlWidget now supports Multiedit, will invoke the function on all selected Components
GradientEditorWidget now supports Multiedit
CurveControlWidget now supports Multiedit
Remove unused r_tiled_rendering_depth_cull
Unused VR rendering layers (probably)
Fix collision events returning incorrect per triangle surfaces
Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed
Position editor tool only smooth moves rigidbodies that have motion enabled
Dead cubemap rendering code
Remove some unused code from src/common
Delete public/assetrename
Delete more from common
Delete infectedwoundrenderdata
Asset preview dmx
Allow create model context menu item for fbx, obj, dmx
Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used
Pull latest changes from FP recastnavigation fork
Among upstream recast changes this also includes a change to:
Bump RC_SPAN_HEIGHT_BITS from 13 to 16
Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys.
This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK)
Therefore, this is free accuracy improvement without perf or memory impact.
Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109
Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100
Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097
Fix Gizmo.Control.Capsule (has it ever worked properly?)
Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work
Add Rigidbody.Sleeping
Make joint gizmos less noisy
Make component sheet readonly when using NotEditable component flag
Auto populate model collider on awake if none are set
Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4
Tools: Expose ScrollArea.MakeVisible( Vector3 )
Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982
Scroll back to the top when rebuilding InputPage
Check mip sizes in Graphics.CopyTexture, not the texture size
Remove nSrcMipLevels and nDstMipLevels from CopyTexture and CopyFromVolumeTexture, they're not used in vulkan. Obsolete Graphics.CopyTexture with srcMipLevels and dstMipLevels, use the one without
Drop IL verification since we compile every assembly from source on clients now
[interop] Don't create handle stuff in static functions
Don't init VR if we're a console app
Don't print vulkan device info if we're a console app
Remove unused
Unused
Remove r_use_fullsort_for_opaque, we always depth prepass
Add FillMode render state override on scene layers
Remove this hidden dynamic objects stencil
mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode
Fix error when renaming uncompiled asset, fixes Facepunch/sbox-issues#7130
Renaming an asset in the Asset Browser immediately registers the new asset, fixes Facepunch/sbox-issues#7134
Added Multiedit support to Component Context Menu
Prefab Variable button now shows when there's differences in a Multiedit
https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4
Same thing with Nullable Button
Treat base content paths as Asset-type locations
Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe
Hammer wireframe uses new state override and not ToolsWireframe
Drop r_show_hipoly_draw_calls
Remove ToolsWireframe mode
Don't repeat the same thing 6 times to wireframe a layer
Update developer help url
Update animation
Fix [ReadOnly] attribute not being applied to all property types
ResourceControlWidget now looks like it's greyed out when disabled
Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now
Update playercontroller wish velocity values
Fix scss `@import`s not including files with relative `../` paths in the file watcher
Write some SCSS import Unit Tests and update existing ones to test more than just variables
Forgot to save this file in VS 😳
Fix NRE when removing multiple components in context menu
Merge branch 'master' into navmesh-links
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