191,954 Commits over 3,259 Days - 2.45cph!

1 Hour Ago
Neutral setup for guncam UI
1 Hour Ago
Super minor bounce & screen brightness tweak.
1 Hour Ago
Remaining widgets for AH gunner's screen
1 Hour Ago
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Tom
5 Hours Ago
source files
5 Hours Ago
Add a mission objective script which requires the player to press a button
6 Hours Ago
Hide Sandbox.Internal.Tests.CmdTest & AssetList event handlers (again & properly))
6 Hours Ago
API Ref: Make method implementations count as documented
Dressing progress
Today
API ref: Handle protected internal and private protected
Wooden desk progress
Updated silo prefabs and meshes Added LODs to a few silo pieces
Framed poster prefabs
Warhead greybox
Today
Simplify gmod_tool concommand code Call TOOL:ReleaseGhostEntity on holster even when TOOL:Holster doesn't
Today
Fixed some issues with large textures Fixed textures of size 32768 trying to allocate way too much memory Disallow loading of textures above 64k on any side (with a warning) Added more info to "CFontTextureRegen: Failed to allocate X bytes" warning (and should also be less crash prone when it happens) Simplify gmod_tool code Call TOOL:ReleaseGhostEntity on holster even when TOOL:Holster doesn't TGA loading: do not try to read data if overflowed Simply displays better warning, it wasn't actually reading any data
Today
Backup
Today
Use [Model] for weapon pickups Added RPG pose and HoldTypePose to WeaponData
Today
Use NativeRenderingWidget
Today
Guncam progress & related files.
Update citizen_sfm.vmdl_c
Citizen/animgraph: added second pose to RPG holdtype. Blending between pose 1 and pose 2 changes the distance of the left hand grip
Today
Make node editor graph an interface Add shader graph game resource Keep node position up to date with node ui Hook up shader graph saving Don't open save dialog if we have an asset to save to Hook up shader graph open put graph nodes in dictionary, can't save nodes to game resources yet anyway so fuck it Add compiler ref System.Memory for tool addons Add simple asset type for shader graph Don't use game resource for shader graph, serialize json from graph asset instead Deserialize graph Add preview dock Add skybox and cubemap to preview Add background to graph view Delete selected nodes on delete key Remove connections of deleted nodes Delete selected connections too Fix ui hotload Undo redo system Add undo redo shortcuts Move node undo op Grid snap newly created nodes Undo ops for create/drop/change connection Don't perform undo redo if there's a pending redo Status text for undo redo options Title graph view to asset name Write graph file before registering it Don't open graph that is already open Clear undo stack on new or open graph Mark session as dirty when an undo op is pushed so title can be changed to show as edited Menu bar shortcuts Dirty session when performing undo or redo Allow input and output attributes to decide handle config type, property type is rarely going to be handle type Don't allow output connections to input of self Remove existing input connections, inputs can only have 1 connection Set node connection property when creating connection Rebuild graph connections from serialized node connections Reset input connection on remove Only set input property if it's node connection type Use node connection type for all node inputs Clear preview and drop target when rebuilding graph Clear connections on graph rebuild Don't serialize node properties that don't have setters First attempt at codegen from graph Time, cosine, multiply nodes Add toolbar to preview Add more toolbar options for main window Add properties dock to edit properties of nodes Hide node properties we dont want to see Add color node Dirty session when property values change Hook up preview primitive types Open asset picker for preview model Don't reconstruct new graph object on undo, just clear nodes and deserialize Save and load does full serialization, not just nodes, we may have settings we want to save Save preview model Rename NodeConnection to NodeInput and make it IValid Target graph properties when no node is selected Base class unary node because it's gonna be the same shit for each Abs node Add node types automatically Show compile errors in output Copy error to clipboard Add menu option to focus node with error Selecting error selects node Center on selected error node Use orbit cam for preview, makes more sense Open context menu after dragging an unconnected wire Some cleanup Use default a and b values for binary nodes when input isn't valid Cut down on file reading in CreateFromVfxFile so eventually it can be created from memory Rename vfx create functions to make more sense Write generated shader to temp dir Don't generate code if graph compiler has errors Run shader compiler process for generated shader Write generated shader to bullshit placeholder resource for now Make color node use color property Make color node use color property Add lerp node Add lerp node Don't serialize NodeInput.IsValid Log program type when spewing shader stats so I can see what's what Remove all dynamic shader compiling code, we don't use it and it's over complicating everything Remove all dynamic shader compiling code, we don't use it and it's over complicating everything CVfx cleanup Hacky dynamic shader compile test Start vfxc process to compile single shader we need to update preview, output bytecode to temp dir Replace render shader from bytecode Change preview material while shader is compiling Only recompile shader if generated code has changed Remove shader compile dll loading from material system again, no longer needed Add -fast cmd line option to vfxc to disable optimizations Add recent files to file menu Recompile shader after compile has finished if we're pending a compile so preview is always up to date Write generated shader next to shader graph on save until we can safely generate shader resource from temp dir Add compile timings Don't read and mask shader file twice in vfxc Don't include material inputs in shader template Don't include material inputs in shader template Remake dev sphere Clear cached generated code on new or open Only add existing files that exist Add saved file to recent files Only write generated shader to tempdir before invoking compile so we don't stomp on it while compiling Remove hlsl output tolower all recent file paths Draw spinning circle to show when preview shader is compiling Texture node Generate code for textures Cleanup template shader and material used in shader editor Set toolView attribute so depth prepass gets disabled (wireframe doesn't render correctly with depth prepass enabled) Optional texcoords on texture node Add Vector2 node Add console tab for convenience Add sampler properties to texture node Serialize other properties of graph, handle node serialization separately Reset properties target when there's a new graph Fill out shader description from graph Add texcoord node Display g_flTime in properties Some more unary nodes Add dock restoring Use a more detailed cubemap and skybox Serialize compiled shader info to temp dir Recreate static combo data from serialized compiled shader info Plug texture filter into generated code to test preview updating Ask vfxc to output compiled shader info instead of bytecode Create connection to new node when created through drag + context menu Add undo history ui Don't apply same undo level Add filter edit to node context menu and sort into category submenus Give nodes better categories Sort by category Prompt user to save when trying to create new or opening new graph while current graph has unsaved changes Prompt save when opening from recent files also
Today
Fix net write writing 0 for null entities, -1 is null, 0 is world entity Particle networking writes entity directly, null entity should be networked properly now
Today
UI progress
Today
Move particle creation and set particle control to managed global rpc Particle destroy rpc Implement rpc for every particle function Remove particle protobufs Remove prediction logs
Today
Unit tests for project templates (#784) * Fixes compile errors in our extension & tool templates * Updates Sandbox.Test csproj to copy over templates and base code needed for compiling games * Added unit tests that fail if game/tool/extension templates do not compile
Today
Removed a few large but unused shaders from always included list
Today
Delete old gmod site and replace with a copy of the rust one
Today
Scene/UI progress & related files
Today
Entity prefabs - orgs/sboxgame/discussions/2857
Today
Add Inspector with an Open In Editor button to avoid confusion
Various animation source updates
Today
Take Prefab and PrefabGuid from IComponent Hide Entity.Prefab, PrefabRoot, PrefabGuid Rename `EntityPrefab` to `Prefab` Make new Entity.CreateByName with constructor internal Fix "prefab" to "entity" change `[Prefab.Class]` to `[Prefab]`
Today
Gmod actions
Today
Merge from main
Today
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
Today
trolley -revised 'canal' skin for trolley -fixed missing skin on body and flap gib Merge branch 'master' of sbox
Today
Missing file
Today
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Today
Roboto mono TMP asset
Today
Update HUD to show failed objectives Automatically mark missions dirty when completing or failing an objective
Today
Component type popup selector
Today
Fix TreeView invalidation Remove debug text Fix clothing icon preview
Today
compound S2P
Today
compound level
Today
residential buildings prefab include glue meshes road prefabs - some more overgrowth dressing glue for cemetery fence tweaked decals opacity fixed offset on town square collider
Today
Post process when compiling, register dependant resources
Remove Merch + Build
Today
Reproject position correctly on 2 pass denoiser