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

Today
fixed some holes left behind in residential buildings LOD2's
Today
Revert risky changes to how we json serialize Resources Remove debug Moved GameResource compiler to C#, cleaned up how we load Json from GameResource assets, saves GameResource files are just json instead of keyvalues
Today
Loose Shirt files
Today
adding decal sources
merge from main
Today
Fix compile error
Today
cave_large_sewer S2P
Today
attempt to fix terrain trigger in cave_large_sewers chimney
Today
Manifest update for renamed prefabs
Today
visual improvements around scientist mission giver npc (stands out better) made trees and signs harvestable in monument
Today
Add DockManager.Clear() - to clear and reset to default values Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor Update cached resource value when saving to disk/memory Add Namespace, FullName to TypeDescription ComboBox correctly changes the CurrentIndex when changing CurrentText Made DockWindow.CreateDynamicViewMenu public Make PropertySheet.AddProperty public Fix crash in ToolWindowManager.Clear Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added EntityPrefab GameResource EntityPrefab tool addon Mark Model as a EntityPrefab.Property Can define csproj name in project settings Don't save package in addons..js Add EntityPrefabEditor not as an addon Re-organize addon Model preview, entity positions Set local positions when spawning Add BBox.AddBBox Zoom out to focus on all of the sceneobjects Fix backwards compatibilty Support Entity Tags Added SceneObject Model setter Transform.ToWorld & ToLocal use Scale, added tests Transform.ToWorld/ToLocal takes scale into account when transforming position Indicate save status Entity copy/paste Fix wrong name in def file Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic Fix entity guids not serializing Debounce the change function Add Entity.Prefab, PrefabRoot,, PrefabGuid Add extensions Fix regular c++ tools not opening Fix treeview selection stopping short Clean up entity node Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4 Don't create these unless we need them Only return valid sceneobjects Keep tree in sync with the scene Highlight renderer Add some api comments on tracing Add TypeDescription.HasAttribute Classes that can be used as prefabs need to be marked with an attribute Can add/remove components Component spawning/updating in game Can select by clicking in the sceneview Set up scene object tracing ready to be filtered by tags Add SceneCamera.GetRay Better selection highlighting Allow AnimatedEntity in prefabs Parent bone support https://files.facepunch.com/garry/21267638-261b-411f-a614-7e33d9edeb6b.jpg Support tags in scene world tracing Let us control when entity spawn queue is run from c# (internally) Move name, position, rotation, scale, tags into Keys Make keys a dictionary Add PrefabLibrary Convert TraceResult fields to properties SceneSunLight inits shadow cascades to sensible defaults Add SceneSunLight.ShadowCascadeCount, SetShadowCascadeResolution, SetShadowCascadeDistance Increase sun shadow max cascades from 2 to 4 Use SceneSunLight Remove debug Add LineEdit.ForwardNavigationEvents Better entity selector Add Model.Bones Show bones in prefab editor tree Use NativeRenderingWidget to render scenes to widgets rather than trying to allow any widget to do it for no reason Improve flexibility of drag and drop system in editor BaseItemWidget, TreeView, TreeNode support drag and drop Rename all the Drag Drop events to start with OnDrag Can drag drop entity nodes to reparent Fix paint should no longer be called spam Add TreeNode.Parent Can't drag entity node onto its own descendant Fixed FloatProperty slider not working if textarea focused Remove line edit precision changing when focused (this is horrible ux) Refresh entity node when model changes Bones in the tree is bad, lets not repeat that mistake Move SelectionWindow to own file Can delete nodes using delete key Attachment selection https://files.facepunch.com/garry/8ea8230f-b594-4f0a-b00c-c5f789560b35.mp4 PrefabLibrary update to _attachment and bonemerge support Clean up SelectionDialog + move to tool base Select current entity / bone in entity/bone dialog Initialize SceneCamera with a field of view Don't return infinity from SphereCameraDistance Lerp auto camera distance Fix bones/cloth going crazy when switching models on SceneObject UndoSystem Implement undo system
Today
Leaderboard backup, run #581
Today
Make sure to always print credit reward
Today
Various heli turret WIP
Today
Adjust how credits are rewarded on map completion First completions and personal bests earn 50 All other completions earn 10 Top 10 earns an additional 100 / rank
Today
Fixed some issues with the skin picker UI
Today
Fix credits not getting set
Today
Print login credit reward & player credits in scoreboard
Today
Fix 4 layer blend causing crashes again
Today
Import first batch of emoji Delete placeholder content
Today
Earn 100 credits for logging in daily
Yesterday
HLOD generation will now disable r/w on meshes as part of the build
Yesterday
Fixed green pipe option not appearing in radial menu (whoops)
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Scene backups
Yesterday
Chat chat entries not appending classes Print credits earned on run completions
Yesterday
Grant credits when setting a new personal best on any map
Yesterday
Marked all monument HLOD meshes as non read/write, should save some memory (some of these meshes are quite chunky) Added a new tool to mark a generated mesh as non read/write, as this isn't exposed in the inspector but is in the metadata (?)
Yesterday
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Yesterday
Post tweaks for text contrast
Yesterday
Citizen/animgraph: updated RPG standing aim matrix & various look chains
Yesterday
Text style
Yesterday
Reduced the distance limit between industrial pipe anchors (was 0.3, now 0.05) Adjusted the pipe mesh generation to dynamically adjust the curves to better accomodate tight line points This does allow some scenarios where pipe generation looks rough but the usability tradeoff is worth it
Yesterday
Adjusted cockpit interior lights to match the final gun camera look
Yesterday
Added UI to expose new filter options
Yesterday
Checked every prefab in the project and every single one has LifeState set to LifeState.Alive, so set it to ReadOnly in the Inspector. One less thing to worry about getting right.
Yesterday
Merge from industrial
Yesterday
Holding sprint while placing industrial pipes adjusts the placement raycast so it collides with deployables, allows running pipes around boxes like in the update trailer Increased the offset industrial pipes have from the placement surface by 0.01
Yesterday
Fix compile errors in extension & tool template Add unit tests for compiling project templates
Yesterday
ModelDoc: Render break piece models to make it easier to offset them https://files.facepunch.com/layla/1b0211b1/sbox-dev_yJRscNkzfJ.mp4
Yesterday
Vehicle turret loot panel
Yesterday
Denoise in a separate step
Yesterday
Render Tags (#758) * Initial commit / backup * Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one * remove unused HasTag overload * Support "world" tag to render only or exclude static objects and hammer geometry * Typo * Include/exclude sunlight and other lights according to set tags * Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights * Let's respect the camera's exclude / render tags in HighlightRenderer * Add tag checks in DrawSceneObject too * Remove unused GetTags overload * Remove unused * ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags * GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag * Only ITagSet is a public interface, hide everything else away * Fix sillyness * Tags property Add cache for lobby member counts - should stop it taking up a bunch of frame time Add Saved Game styling for new lobby Merge branch 'master' of github.com:Facepunch/sbox Get rid of "generic" tag from DamageInfo.Generic - it's not really needed and didn't match its summary Menu: Scheduled Events (#750) - Added events widget to main menu based on data from https://asset.party Use DateTimeOffset instead of DateTime, fixed NiceTime returning the wrong plurals Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning Initialize using hostfxr, Interop is c# dominant Fetch news dynamically on the main menu Add install script Make error nicer Use nethost to locate the dotnet installation Upload symbols last Update ci.yml Fix party lobby invites failing because lobby metadata doesn't initially exist for private lobbies. Fetch, add to queue and process invite on SteamMatchmaking_OnLobbyDataChanged Prioritize game lobby invitation if it exists, listen to gamelobby.invite event and show menu overlay Fixed incorrect arguments for gamelobby.invite When joining from a gamelobby invite, navigate to /lobby/front Social: Fixed newest chat overlay message showing the wrong message, or no data at all Remove OpenGL only IVfx::GetDriverInfo() Remove few remaining referenecs to vfx_dx9 and vfx_gl Remove GLSL and HLSL3 from the HLSL annotation parser Delete vfx_gl vfx_dx9 files Don't need per vfx generated antlr code or intermediate dirs vfx cleanup, get rid of vmpi from vfxc and other shit Restore coreclr AMSI patch with new hostfxr init Fixed particles not going to sleep properly Now happens after the 10 second delay of not rendering like expected Setting a control point on a particle system wakes it up Fixes rain particles not returning after staying outside a precipitation volume for 10+ seconds. Do not error when precipitation volume entity is given empty particle paths Stop looping sounds on destruction of the sound entities snd_event_alignedbox and snd_event_point specifically Citizen/animgraph: some readability clean-up (node names, comments...) Events Widget displays all events, can click through them https://files.facepunch.com/devultj/1b3011b1/sbox_hkJZYAZrYP.mp4 Don't mount local map projects when running the packaged version Request lobby data of advertised lobbies in chat so they stop appearing untilted Oops, Refresh was renamed RefreshData sometime today Added failing test for hotloading constructed generic MethodInfos Fixed hotloading generic MethodInfos Added extra test for MethodInfos with generic declaring types Added more delegate hotloading tests, one failing Fixed hotload case with lambdas in generic declaring type Fixes #759 Update shader builder Can pick through most recent blogs https://files.facepunch.com/devultj/1b3111b1/sbox_98oV9HjC2J.mp4 ModelDoc: Copy bone merged flexes from parent Attempt to fix 1D blendspace not syncing properly when children aren't looping and have different playback speeds https://files.facepunch.com/layla/1b3111b1/sbox-dev_rq4MMzHzRQ.mp4 Documentation pass Internalize some methods EntityComponent.ResetComponentId ScreenEffects.VignetteSettings.Apply Remove pointless IEntity overrides in Entity So that Entity can get IEntity's docs without extra work Added way to ignore assemblies by name in hotloads Ignore Sandbox.Tools during client / server / menu hotloads Fixes #765 Settings menu improvements (#770) * ButtonGroup can hold a value and treated as a form option * Switch Video Mode, VSync, Anti-Aliasing, Texture Filtering, and Game Language from DropDown to ButtonGroup * Each settings page has its own Restore Default/Cancel/Save Changes button * Fixed Save Changes button not highlighting when things are changed * Implement Restore Default action for all settings * Added .is-label to Glass styles, used it for settings labels * Stage keybind changes and only applied after pressing Save Changes Revert 1D blend changes - it's fucked Fix remainder of debug vis on Material API shaders Recompile blendable with debug vis support https://i.imgur.com/KcF0ZV0.png Cleanup high quality reflections shader Add AMD SSSR, pixel.raytrace.hlsl Add some extra constants to PerViewConstantBuffer_t Iterate on SSR Iterate on SSR Iterate on SSR Use actual depth from projection rather than a depth sample for initial fetch Cleanup Allow option for downsampling it all in a single pass Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap Do mipped downsample of depth buffer for SSR, cleanup code more Trace through mipchain Do last frame copy for SSR Preliminary accumulation, composition and reprojection Iterate reconstruction and reprojection Just changing the view angles doesn't imply in confidence change, offset does Do reprojection with higher precision, use SDF refletions if confidence is low Better reconstruction and denoising Reproject from hit position Bigger reconstruction radius if confidence sucks, avoid fireflies Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr Finish reprojection, cleanup entire code, iterate on denoise Allow MSAA fetch from AddBlitTextureToTargetLayer Finish denoising and reprojection, only composite pixels that have really high confidence Fix AddBlitTextureToTargetLayer not clearing if target has different color mode than source Reenable Mip Chain, correctly generate mipmap chain for depth Really doesn't need a big number of samples when going through mipchain, tweak SDF trace roughness Redo TAA using luminance as confidence Do the inverse, accumulate samples from noisy areas Do TAA on hit confidence history Don't use scratch render targets for AO & Reflections, they don't give us a render target at the resolution we want, only the viewport, add FindOrCreateFrameBufferRT which is easier to work with instead, add denoising layer Add AddHighQualityReflectionsLayers to clean things up
Yesterday
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Yesterday
Documentation pass Hide a bunch of protected methods (event callbacks) BindSystem.DoTick - BindSystem.Tick is public AssetBrowser.OnAssetSystemChanges and OnAssetContextMenu AssetList.Refresh, BuildAllIconsR, RecompileAllAssetsR, OnFbxFileAssetContext, OnAssetThumbChanged, OnAssetContextMenu_*, OnFolderContextMenu_*, OpenFolderContextMenu
Yesterday
Crack overlays More map art, clipping and block lighting
Yesterday
merge from main
Yesterday
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Yesterday
Fixed camera Fixed client mouse input Log an error if we try to set a NaN position