240,208 Commits over 3,837 Days - 2.61cph!

9 Months Ago
Fix pObjectName in RenderDeviceVulkan::Construct, empty string check was inverted
9 Months Ago
Fix documentation ComponetList uses component.Active instead of component.Enabled to determine active status
9 Months Ago
Remove debug logs Fix interopsystem convar names
9 Months Ago
Fix crash when rendering to pixmap Traces don't hit triggers by default, need to explicitly request it to hit triggers. Ripped out a bunch of unused stuff.
9 Months Ago
Only bitch that vkQueuePresentKHR failed when it's an actual fail condition, some conditions are still considered and enqueued
9 Months Ago
Backport Valve GPU texture compression dispatch code Compiled DXT shaders (optimized)
9 Months Ago
Default rendersystem to Vulkan ;)
9 Months Ago
Imply AV_PIX_FMT_BGRA for pixel format in video recorder, should pass backbuffer format instead, I'll recheck when I have an AMD GPU in hand
9 Months Ago
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9 Months Ago
Fix translucents rendering in opaque layer, corretly make shadows-only casting models use game excluded layer, make depth prepass exclude SCENEOBJECTFLAG_EXCLUDE_GAME_LAYER, fixes rendering of translucents being messed
9 Months Ago
RenderToPixmap is a shit load faster Remove redundant CToolsRenderScope
9 Months Ago
Support Alex's scrolling
9 Months Ago
Post-merge fix
9 Months Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist Don't run ControllerInput.Tick at all if we don't have a controller Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI
9 Months Ago
Fix component context menus being modal, not preventing gameobject context menu popup Fix component "paste values" not working
9 Months Ago
Fix TreeView being empty when scroll forced to top due to item changes Automatically mark BaseItemWidget dirty after a drag and drop (fixes sbox-issues/issues/4374)
9 Months Ago
Use latest api
9 Months Ago
InteropGen - assert to make sure accessor's a not null Remove SceneCamera.IsMainCamera Add Scene.Camera (returns best, mainest camera) Add Scene.Camera unit test Added CameraComponent.PointToScreenNormal, PointToScreenPixels, ScreenPixelToRay, ScreenNormalToRay Make stuff use Scene.Camera instead of Camera.Main Remove some Camera members Remove some functions from Screen
9 Months Ago
Compile fix Switch to map if already loaded
9 Months Ago
Leaderboard backup, run #8668
9 Months Ago
Update README.md
9 Months Ago
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9 Months Ago
Updated citizen skin and eyeball material
9 Months Ago
Fix compile error
9 Months Ago
Metal detector - prefab updates - vm setup -vm placeholder anims - updated models and materials - animator - 3p placeholder anims - override controller - worldmodel prefab setup
9 Months Ago
Merge from backpacks -> aux2
9 Months Ago
Make OnLuaError available on client and server Block *.db from file library, block mat_texture_list for Lua just in case Merge Pull Request that adds validity checks to deathnotice (Community Contrib)
9 Months Ago
Initial commit Initial commit
9 Months Ago
use facepunch.walker as maplist game
9 Months Ago
Make OnLuaError available on client and server Block *.db from file library, block mat_texture_list for Lua just in case Merge Pull Request that adds validity checks to deathnotice (Community Contrib)
9 Months Ago
plywood_trim_01_dirty blend + cable_reel asset
9 Months Ago
plauer update. exported/setup paddle anim set and populated paddle overridecontroller with the anims
9 Months Ago
Make DeathNoticeEvent verify if the entities are players (#2040) * Make DeathNoticeEvent verify if the entities are players * Add IsValid checks
9 Months Ago
Add SpawnPoint component
9 Months Ago
Fixed error CS8632
9 Months Ago
ActionGraphs capture their containing component Fixes Facepunch/sbox-issues#4370
9 Months Ago
Update shaders with SSS and baked lightcookie fixes
9 Months Ago
Rose material tweaks
9 Months Ago
Added dying rose variant Texture tweaks Fuller leaves on green variants
9 Months Ago
Node creation context menu lists getters for components on the host object
9 Months Ago
Don't load any game addons during editor startup
9 Months Ago
ActionGraph context capturing (sbox-issues#4370) ActionGraph node auto-sizing Fix serializing references to the scene object Make SceneFile.Id non-nullable Common helper nodes for components / objects / scenes, special "_this" variable https://files.facepunch.com/ziks/1b0511b1/sbox-dev_NhWdN7pAYp.png Facepunch/sbox-issues#4370
9 Months Ago
Wip Grid + Can switch tilesets + clean up https://files.facepunch.com/louie/1b0511b1/sbox-dev_hwcPupwV9R.jpg
9 Months Ago
Add Preferences class with sensitivity and fov Input uses sensitivity preference CharacterController uses SceneTrace, added GroundObject, GroundCollider, TraceDirection( dir ), added auto IgnoreGameObjectHierarchy CharacterControllerHelper uses SceneTrace Link to new documentation on the welcome screen Fix CitizenAnimationHelper NRE's
9 Months Ago
9 Months Ago
Custom method-implemented nodes can read named variables directly With [Variable] attribute on a parameter
9 Months Ago
Variables can have default values Test for accessing variable default values Default value variable validation fix Default value variable expression building
9 Months Ago
Handle func_brush creation Handle prop_physics etc
9 Months Ago
Fix and tidy up terrain data serialization
9 Months Ago
Add MapInstance.IsLoaded