240,549 Commits over 3,867 Days - 2.59cph!

10 Months Ago
Add descriptions for particle scenes Make particle sequence time multi-component, so we can have direct set and/or time scale
10 Months Ago
ComponentSheet groups are nicer, folding Particle CollisionIgnore works Particle SheetSequence group Shader uses new helper classes
10 Months Ago
Add Sheet class for shaders Add Depth class Add Fog api Helpers
10 Months Ago
TTT: added Turkish Language (#2028)
10 Months Ago
Send TcpChannel in a thread, so it doesn't lock up the unit tests Add Widget.UpdatesEnabled - which to be honest is fucking useless but it's there for completeness
10 Months Ago
Leaderboard backup, run #7684
10 Months Ago
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10 Months Ago
Prevent auto turret from being able to target through chainlink fence (include invisible layer in raycast)
10 Months Ago
Applied lighting to desk
10 Months Ago
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10 Months Ago
Add g_vRandomFloats to replace oddly named ScreenSpaceDitherParams, fix reflections and volume fog using that
10 Months Ago
Remove SetShadowCascadeResolution and SetShadowCascadeDistance, both pointless, cascades use shadow resolution, add SetCascadeDistanceScale, make number of cascade count actually work
10 Months Ago
Messy-ish start to editable saveable terrain
10 Months Ago
Add some convars to control the selected tool, brush, size, and opacity so people can hotkey them They're variables so a bind like `bind L meta.add paint.selectedbrush 1` will cycle through all the brushes
10 Months Ago
fixed wall_full_b lods not being set in rendererlod script added variant conditional prefabs for wall.doorway, wall.window, wall.low, wall.half, roof, floor, floor.triangle setup in main prefabs of frontier skin
10 Months Ago
Keep store item elements all the same height
10 Months Ago
Material::Init fully initialized material
10 Months Ago
r_dynamic_reflections 1 by default
10 Months Ago
Fix editor scene time Compile fix Fixed sprite shader fog
10 Months Ago
Add Connection.SendMessage
10 Months Ago
Nicer Task handling for GameObject/Component
10 Months Ago
Allow creating a TaskSource Fix warning
10 Months Ago
Can debug draw Scene.PhysicsWorld with physics_debug_draw Fix possible NRE on startup from cookies (?) Adding play and stop event (#49) This events has triggered when the scene is started or stopped. Add GetAttachment method to AnimatedModel (#29) * Add GetAttachment method to AnimatedModel --------- Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com> Temporary group header in componentsheet Move Static to Collider - fixes sbox-scenestaging/issues/28 Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33) Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39) Make name unique when duplicating (ctrl+d) Make ID's unique when pasting Fix GameObject/Component references not filling in disabled objects Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48) Basic skeletal pose component - only works with Alyx hands, needs some more thought https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png Remove unused UseRelativeTransform from tracked pose component Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4) Collider uses new shape.Tags Dragging objects into the scene uses physics traces instead of scene traces Remove drag tags when dropping into scene Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12) Keep selected object when starting play mode (sbox/issues/1340) Add some shorthand methods for PanelComponent Make PanelComponent partial (whoops) Add Setclass to PanelComponent ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61) Make sure all our menu popups have a parent, make them stick to the screen their parent is on Component headers can be dragged into control slots Use fixed position when opening component context menu with the button It just feels slightly better this way Add support for moving multiple selected GameObject nodes in the hierarchy GameObjectNode is editable Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4 Tracked pose component has "Use Relative Transform" property Expose render/exclude tags to CameraComponent VR component cleanup, update VR test scene - Renamed components to better reflect their functions, dropped Component suffix - Drop update types - I can't think of a reason why you *wouldn't* want these to update constantly, but feel free to tell me if I'm being dumb - Comment everything for when our editor UI shows this stuff Fix Collider component not cleaning up its OnTagsChanged event Add GameObject.GetOrAddComponent<T> (#78) * Add GetOrAddComponent<T> * Behave more like EntityComponentSystem.GetOrCreate GameObject networking foundation https://docs.facepunch.com/s/sbox-dev/doc/networking-multiplayer-kaVboe3yRD Merge branch 'main' into custom-particles
10 Months Ago
Switch item store to use flex columns instead of grid layout Hide footer of store item elements if they're blank
10 Months Ago
Leaderboard backup, run #7660
10 Months Ago
Merge from main
10 Months Ago
Merge from main
10 Months Ago
Update Facepunch.Flexbox to get new features and bug fixes (prefabs shouldn't dirty themselves anymore hopefully)
10 Months Ago
Add a way to override the preferred width/height to nicely size images without restricting them
10 Months Ago
10 Months Ago
Some bug fixes related to columns, auto sizing, controlled properties, and prefabs being marked dirty for no reason Upgrade to unity 2021
10 Months Ago
GameObjectNode is editable Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4 Tracked pose component has "Use Relative Transform" property Expose render/exclude tags to CameraComponent VR component cleanup, update VR test scene - Renamed components to better reflect their functions, dropped Component suffix - Drop update types - I can't think of a reason why you *wouldn't* want these to update constantly, but feel free to tell me if I'm being dumb - Comment everything for when our editor UI shows this stuff Fix Collider component not cleaning up its OnTagsChanged event Add GameObject.GetOrAddComponent<T> (#78) * Add GetOrAddComponent<T> * Behave more like EntityComponentSystem.GetOrCreate GameObject networking foundation https://docs.facepunch.com/s/sbox-dev/doc/networking-multiplayer-kaVboe3yRD Fixed error involving Connection Merge remote-tracking branch 'origin/main' into action-editor Removed debug logging
10 Months Ago
Fixed dropped item container showing `james` when in streamer mode
10 Months Ago
CardPlayerData missed commit
10 Months Ago
Updated heli crate from sfx of military crate -> elite crate (to reflect the model change) Recalculate bounds
10 Months Ago
trophy 2023 lods gibs and icon
10 Months Ago
trophy render setup
10 Months Ago
Moved tiled rendering buffers to lightbinner, where it should belong Remove members that have long been deprecated, start adding support for structured buffer lights Move all cbuffer stuff to legacy, standard will only have structured buffer path Start implementing structured buffer lights data structure Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now Remove bMixed from LightEntry, it's complete bullshit, let static lights render only dynamic objects when doing shadows Unified shadow casting, map indexed lights so we can fetch them easily and without needing to order sequentially, remove more deprecated stuff Get rid of lightbinner_legacy completely Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader Remove CSunLightManager, used for old pre-hlvr sun rendering, a lot of code that's only used for dynamic sunlight different to everything else in light rendering Remove more unused parameters from lightbinner Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight Lightcookies and point lights Remove multiview constants from lightbinner, these have been getting in my way, and we need to think a better way to handle instanced viewports, I'm leaving it to a bigger cleanup later Start Envmap support on new lightbinner, remove unused environment_map.fxc Start MATERIAL_LIGHT_DIRECTIONAL support for lightbinner, sets up frusta for lights Fix conflicts from merge that added removed stuff Fixup for directional lights, add dummy ambient lighting for fully dynamic scenes, implement flags properly Fix merge ( g_nNumEnvMaps > NumEnvironmentMaps ) Remove interface definition from Vfx ( It's fucked off from HLSL 2020+ ), add array support to members in classes in Vfx Store multiple frusta on same light definition rather than using sequential lights, makes this simpler, point light shadows Ambient light, new strategy for shadow frusta Disable r_enable_high_precision_lighting, just ends up overcomplicating code, reevaluate if this actually affects much away from world origin, will make vPositionWithOffsetWs just become vPositionWs in shaders if fully removed Take shadow frustra from BuildShadowFrustaForLight() that matches what's on the shadow map renderer, rather than rebuilding it with twice the code Test of multiple frusta support for shadow maps on shader 🥳 Support for cascaded shadow maps on new unified multi-frusta system, needs to backport old code Backport directional CSM code to unified BuildShadowFrustraForDirectionalLight in lightdesc Shadow filtering and dummy ambient lighting Calculate spot light resolution proportionally based on light cone and do a LOD system for light shadows based on distance, both are meant to be perceptual https://files.facepunch.com/sam/1b1211b1/sbox_rl2LTOMdY4.mp4 CSM Adjustments Pass envmap data to GPU Fixups for cubemaps on shader, add test for ambient light IBL support https://files.facepunch.com/sam/1b1311b1/ibl.png We dont need start indexes for lights anymore, just remap the index for fog and baked, fixup envmap count to shader Remove refs to CalculatePositionToCameraDirWsMultiview function call in new lightbinner shader code Cleanup, remove a bunch of unused or deprecated shit, cleaned up a lot of variable in lightbinner structured buffer that ends up not being needed, document things a bit better Rename lightconstants.hlsl to lightbinner.hlsl and call the data there BinnedLight/BinnedEnvMap, make baked lights only cast shadows if mixed lights are enabled on them Remove limitations to not have mixed point light shadows, it just works now https://files.facepunch.com/sam/1b1911b1/SNSMgfgkxR.png Fix flags on lightbinner gpu include, oops Refactor tiled rendering builder to be compatible with new lightbinner, make it implicit under lightbinner.hlsl Fog lights support, remove second buffer that's meant for fog lights, remove bullshit code to support old directional light from it that was just meant to be tools-only, all light types just works now https://files.facepunch.com/sam/1b2111b1/C3pY5Q7jq9.png Fix directional light farz https://files.facepunch.com/sam/1b2111b1/Jn16Ruj0ub.png
10 Months Ago
Show the "in cart" tag when items are in the cart
10 Months Ago
NonSerialize ItemIcon.timedActionTime Climate (3 fields) Buoyancy.ArtificialHeight BasePlayer.firedProjectiles (pretty sure it wasn't serializing) WipeTimer.client_timeUntilWipe InstrumentKeyController.TimeInUse GlobalNetworkHandler.serverData Codelock.whitelistPlayers CameraMan.TargetEntity BasePet.inQueue Serialize UIInventory.underwearSkinPicker Crosshair (3 fields) BaseGameMode.corpseRemovalTime AutoTurret.attachedWeaponZOffsetScale LerpBetweenPointsBool.UseAsOffset (present in all monuments) Door (3 navmesh fields) BaseRidableAnimal (Dung fields) FogMachine.fuelPerSec
10 Months Ago
More improvements to "What fields is unity serializing"
10 Months Ago
Minor code adjustment Allow poster rendering during render.RenderView
10 Months Ago
Make Sky Editor inherit values of existing sky on spawn Minor code adjustments Fix conflicting addon problem stacking file paths
10 Months Ago
Update Facepunch.ActionGraphs
10 Months Ago
ActionGraph: Better support for methods with lots of overloads ActionGraph: nicer titles for GetComponent nodes with type params
10 Months Ago
Fixed hotload getting very slow because of ConsoleWidget diagnostics clear (sorry 😩)
10 Months Ago
Gray out non-tradable/marketable items you already own cause there's no point buying more Don't allow adding non-tradable/marketable items to your cart more than once
10 Months Ago
Merge from main -> backpacks
10 Months Ago
Put items you already own last If you already own an item, show a tag on the UI with how many you own
10 Months Ago
Display info formatting