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1,239 Commits over 1,341 Days - 0.04cph!

3 Years Ago
Whitelist System.ThreadStaticAttribute
3 Years Ago
GameTask.RunInThreadAsync
3 Years Ago
Audio Device Selector (#151) * Added audio device selector to then settings menu
3 Years Ago
Change menu to show Output as the device label
3 Years Ago
Tidied up the code and revert to default audio device if unavailable
3 Years Ago
Use CUtlString
3 Years Ago
Added temporary check hardcoded English translation for default audio device
3 Years Ago
The audio device will now properly change when selected and be remembered on restart. Need to investigate why device id is returning its friendly name, using workaround until then to test it works
3 Years Ago
Add a way to get the active audio device name and set the current audio device by id
3 Years Ago
Update audio settings menu code test
3 Years Ago
Move to AudioSettings
3 Years Ago
Added Sound.GetAudioDevices() IEnumerable<AudioDevice> type and started hooking up audio settings UI / progress
3 Years Ago
Accommodate FOV when calculating camera position / angles for model thumbnails (#147) * Perfect fit for provided FOV
3 Years Ago
Perfect fit for provided FOV
3 Years Ago
Crude but working method for accommodating FOV
3 Years Ago
Remove redundant overload and add extra documentation
3 Years Ago
Simple Speech API (Limited) (#144) * Very simple listen method purely with dictation or listen method with a set of possible choices Co-authored-by: Chloe Marcec <dmarcecguzman@gmail.com>
3 Years Ago
Allow specifying HTTP headers in WebSocket.Connect (some are not allowed though) Set appropriate User-Agent and Origin headers (not customizable) Added Paint.AntiAliasing Add Widget.ToolTip, Widget.StatusTip FloatEditor can have an icon instead Add Angles Editor Add Paint.SetBrush( image ) Color editor Select server entity, if available Split classes into files Allow getting DisplayInfo to type to not inherit Inspector navbar Add Option.Enabled Inspector back/forward with history PropertySheet header wip Add mp4 support to CMovieRecorder so we have a working mp4 recorder that we can speed up for runtime use Iron Fences - revised post design and improved texture resolution iron fence - roughness tweak for paint Move sliders from menu to base Make CoC Smoother for shader Initial dev camera DOF UI Remove old DOF stuff from devcam Add the ability to use old CoC Update entity list when entity parent changes Cleanup var names Correct focal point for old coc Merge pull request #143 from Facepunch/dof-settin-devcam DOF Settings menu with devcam. Hold TAB: https://files.facepunch.com/ognik/1b0711b1/2022-01-21_02-16-6a51e513-aa5a-4419-a390-0c91b867974e-ZdXU8wWx.png Disable videomode settings when in tools as it's handled by the widget (prevents user getting into an infinitely tiling window state) Fixed weird ghosting on DOF edge If in full screen tools mode and open the console, disable full screen Added console command "tcmd", which can be used to run events in tools realm Added tool event commands editor.fulltoggle, editor.fulloff, editor.fullon Bind f3 "tcmd editor.fulltoggle" Add Input.GetBindingForButton( string buttonName ) Pressing F keys in editor will run those binds in game, even if the game doesn't have direct focus Removed broken/ fixed Core particles Removed old test maps from /core Updated tags for particles Cleaned up explosion particle Metal Railing Tileset https://files.facepunch.com/louie/1b0711b1/sbox_JRSGuE8OgJ.png Addition models for railing tileset Initial SDF tracing optimizations until multipass rewrite Fix DoF on AMD Allow specifying root namespace Refactoring Expose the ModelEntity's Model as a property Moved Model, Material, Texture into Engine.dll Remove unused RouteDamageToNative ModelProperty placeholder Chop off a pixel when mp4 recording is an odd size so any size can be recorded Aircon - aircon, gibs and mount lod0 Organize Qt defs Bind pixmap Create IAsset.def Create IAssetPreviewSystem.def Create IAssetSystem.def Add Paint.Draw( rect, pixmap ) Add Utility.GetAssetThumb( path ) ModelProperty draws thumbnail AssetSystem hooks Better fix for AMD driver bug on DoF, wrap around problematic instruction Fix startup assert related to duplicate QT layout Fixed start up exception due to a malformed comment Remove glass hack, try and put quad basis into entity key values instead Merge pull request #145 from Facepunch/root-namespace Allow specifying root namespace in the .addon file ``` { "sharedassets": "*.*", "type": "game", "ident": "ognik.spectest", "rootnamespace": "Poop" } ``` https://files.facepunch.com/ognik/1b0811b1/2022-01-18_36-07-333a9692-b006-45ae-9291-ba9d4a2e701b-EM3ZWSxJ.png Icon Attribute, MaterialIcon enum MaterialIcon lookup fix ListView control Add Vector3.Clamp Add min max variant to ClampLength Asset Listing tests Fix Vector3.ClampLength( float minLength, float maxLength ) Fix menu clipping with maps & local games Merge pull request #138 from Facepunch/websocket-headers Allow specifying HTTP headers in WebSocket.Connect Merge branch 'master' into speech
3 Years Ago
Fix warnings Fix titlebar dragging Merge branch 'master' into speech
3 Years Ago
Very simple listen method purely with dictation or listen method with a set of possible choices
3 Years Ago
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3 Years Ago
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3 Years Ago
Ensure caret sanity after setting text on a Label to avoid exceptions in TextEntry after clearing existing text Merge branch 'master' of github.com:Facepunch/sbox
3 Years Ago
Manual scoping for lag compensation (#130) * Manual control of starting and stopping lag compensation * Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon) * Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically * Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
3 Years Ago
Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
3 Years Ago
Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically
3 Years Ago
Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon)
3 Years Ago
Manual control of starting and stopping lag compensation
3 Years Ago
Fixed typo in bindings_knuckles.json that causes right hand trigger to not function
3 Years Ago
Trace.Box + Trace.Sphere + Trace.Capsule (#107)
3 Years Ago
Trace.Box + Trace.Sphere + Trace.Capsule
3 Years Ago
nth-of-type, first-of-type, last-of-type, only-of-type pseudo classes
3 Years Ago
Revert "PhysicsBody.Inertia" This reverts commit 6f4421fc3f00dd2867c82284b9aa6377eefdcedc.
3 Years Ago
PhysicsBody.Inertia
3 Years Ago
Restored lag compensation by default for base Player and BaseWeapon
3 Years Ago
Fix FinishLagCompensation being called in the engine even when no lag compensation was started
3 Years Ago
UseLagCompensation instead of WithLagCompensation
3 Years Ago
Lag Compensation (#79) Implemented options for lag compensation
3 Years Ago
Rename to UseLagCompensation
3 Years Ago
Clean up and remove unused stuff
3 Years Ago
Don't start lag compensating if we're already doing it
3 Years Ago
Vastly simplified Lag Compensation usage. Added Entity.LagCompensation (true/false) and Trace.WithLagCompensation()
3 Years Ago
Remove leftover debug log
3 Years Ago
Clean up - remove old anim code for performance (as it's unnecessary)
3 Years Ago
Fixed recursion in Easing.BounceInOut Initial 'IsAtBottom' state for PreferScrollToBottom panels is true This makes it so you don't have to manually scroll console to the bottom each game session once there are enough messages to fill the console's height Clean up AddonConfig GameService BBox functions from pool GameServices Scrolling below console message spam now keeps the console scroll pinned to the bottom Merge branch 'master' of sbox Add info about the pivot tool in Hammer to ent_door's description Better warning message about duplicate ModelDoc nodes Security shutters - sizing changes, origin changes and second skin with holes in the metal Merge branch 'master' of sbox security shutter - adjusted end sections uv Obsolete Material.GetName() use Material.Name SceneObject use CRenderAttributes to match Render.Set functionality ( SceneObject.SetValue now accepts int, string, Vector2, Matrix ) BaseGamePanel: Check if Package.Config is null SCSS Add vh, vw, vmin, vmax Fix error shader when using skinning security fence - adjusted cross beam to be 128 wide remove debug print Revert "remove debug print" This reverts commit 418b6e393bbca16e1aa7c1cfda7145a0d33a9051. Revert "SCSS Add vh, vw, vmin, vmax" This reverts commit cc6741d52ee851d16f349a5f91dd70b2d6b76ef0. Fix potential crashes using soundscape_debug Api auth change Allow expression bodies for ServerCmd/ClientCmd Mark Pos and Rot as obsolete in Camera Refine game result reporting Add force start button to lobby Report if Package.Download isn't set up More accurate message in FindAndDownloadGamemode fail Fix particle cables Merge pull request #70 from Facepunch/obsolete-cam Mark Pos and Rot as obsolete in Camera Security shutter - adjusted origins further Merge branch 'master' of sbox Add soundscape sound assets so soundscapes work for now security shutter - changed middle top width to 122 and changed bottom to 2x2 Merge branch 'master' of sbox Better implementation of vh, vw, vmin, vmax DrawSingleVertexForSprite puts size in texcoord because g_flUniformPointSize is fucked for some reason? Fixes tiny editor sprites in hammer Fix Panel translation transform transitions, make default length unit match security shutter -adjusted curtain tile and added new channels in end sections for curtain to sit in Merge branch 'master' of sbox Raise OnValueChanged when TextEntry is modified with ctrl + x Fix world panels taking input priority over screen panels Texture.Load respect warnOnMissing when FileNotFoundException is thrown If no FOV is set by Camera use the default one from engine CameraSetup (default_fov convar) Stop engine forcing default_fov to 70 every frame Video settings:add default fov slider Trace: Fix AnyTags behaving same as AllTags, WithoutTags accepts multiple string params Whitelist System.Collections.ObjectModel.* System.MidpointRounding* System.Runtime.CompilerServices.IsByRefLikeAttribute System.EventArgs* & System.EventHandler* Clear a panel's input focus when it is deleted Revert "Fix world panels taking input priority over screen panels" This reverts commit d4f9e18564950dc7d1119fb0f564f03da8df8c1b. PushRootLength & cleanup font scaling Simplify to YogaValue.Point security shutter- non tiling models no longer use tiling texture and shutter curtain is now flat not bumpy Merge branch 'master' of sbox Security shutter - top middle section offset removed Lets just use a long for UserId here, since it is one everywhere anyway Cache favourite packages, played packages Add int.FormatWithSuffix() Added Local.PlayerId (obsoleted Local.SteamId) Use new Api URLs Add Client.FetchGameRankAsync() Show wins/losses/draws for facepunch.pool Only show city if it's different to state Remove api debug Don't RegionInfo Country Fix map selection Security shutter - painted tintable variants and none tiling version of materials for some models Merge branch 'master' of sbox Hammer: Initial bevel tool https://files.facepunch.com/layla/1b2811b1/DYeOzII5Or_Trim.mp4 Intruder alarm 1 - added intruder alarm and LODS Merge branch 'master' of sbox intruder alarm 1 - added thumbnail and tweaked size Citizen/animgraph: fixed incorrect parameters on wish_x/y/z and missing y Fix local client's steamid being incorrect serverside in singleplayer games Menu style tweaks Clean up panel deferred deletion: will delete same frame if no :outro transition Don't tick panel children if parent isn't visible (reduces paranoid impulse to add IsVisible checks to Tick for perf) updated lamp_post components so they snap to hammer grid better, Added bollard_bar_balljoint Rebuilt lamp_post components collision and recompiled, added bollard_bar_balljoint to bollard textures / materials, set up lods and collision etc and compiled Merge branch 'master' of sbox Add Global.IsToolsMode Hide force start game button if not in tools mode Templates create their children first, so that OnTemplateSlot will get called on their parents before the parents attributes, which seems like a better way around Fixed panel overlays staying open after console closed Fix exception on copy text Fixed PanelEvent propogation not stopping when returning false in method with no arguments Added base style for navigator to be functional Navigator panel can take a navigator-canvas which indicates the slot to be in, removed need for 2 layers of panels, fixed NavigateReturnEvent logic backwards Refactor menu so we can have navigator in game screen Avatar page fix Leave lobby button change VirtualScrollPanel item size takes a Length width/height Panel Template Slots can be deep VirtualScrollPanel.ItemSize fixes Game map selector tweaks Fix warnings Fix NRE in NavigatorPanel Hammer: Fix image plane drag drop not stripping off prefix, causing assert Report image decoding exceptions nicer Report EventSystem invocation exceptions nicer Hammer: Fix RT baked lighting preview Temp disable multiview rendering to fix VR rendering until we fix VR shaders Fix build Merge pull request #71 from Facepunch/vh-vw3 Better implementation of vh, vw, vmin, vmax MaterialEditor: Add shader name filter to shader select window https://files.facepunch.com/layla/1b3011b1/rX2gBhg9xh_Trim.mp4 Citizen/animgraph: VR fully overrides arms + voice float + etc. Hook up client voice level to standard player animator Citizen/animgraph: unhooked new Choice node as it's causing a strange, menu-only animation playback bug Remove TextShadow material & shader Update skia Draw TextShadow as part of the text render Relocate thirdparty dlls Add css text-stroke-width, text-stroke-color (borderline standard) Fix NRE in NavigatorPanel Placeholder for generating label textures in background, need to handle -r_max_device_threads errors though Hammer: Add Export Encoding option like dota hammer has (defaults to binary) https://files.facepunch.com/layla/1b3011b1/sbox_IOAvqzZWdo.png Don't allow ExplicitLayout structs TextStroke cascades Fix text shadow offset being wrong Tweak leaderboard styles Fix empty lobby list growing forever Glass refraction shader https://files.facepunch.com/ognik/1b3111b1/2021-10-02_59-43-2beec8f1-334a-4df6-af4c-af0b53d4dc0c-fM2vuVbJ.mp4 If text-stroke-color is not set default to color Add `text-stroke <length> <color>` shorthand NetRead.ReadObject: read floats correctly Fix tools_sprite properly instead of a workaround, fixes rendering them in material editor Fix locale on CQSliderControl Allow static array initializers Account for viewport offset for glass refraction Add emission boost slider to glass Added glass zoom, added transparency to glass, improved viewport offset, added glass blur https://files.facepunch.com/ognik/1b3111b1/2021-10-23_47-35-9fb418c6-5735-4570-a124-9c535f6056a2-jGHbEtdN.mp4 Don't blur out the glass color Fix crash when trying to reload surface assets when there's no physics world Only trigger warning once if we are using an unsupported VR controller Refactor shaders to fix VR Fix typo Add opaqueness slider to glass, opacity scale now works, hide framebuffer in tool view Ability to add a dirt/overlay to glass Adjust timeout limit for shader ci job low wooden fence - ao fix and collision fix Merge branch 'master' of sbox Allow color/model tint to work in glass Add SceneObject.WantsFrameBufferCopy Added documentation for SceneObj.WantsFrameBufferCopy security shutters - changed painted roller curtain to reduce visual noise on mask Merge branch 'master' of sbox Add PhysicsGroup.Bodies and PhysicsWorld.Bodies Add PhysicsGroup.Joints and PhysicsBody.Shapes Compile tools_encode_environment_map.vfx security shutter - removed edge bevel on sides - added back faces to curtain rather than backface shader Merge branch 'master' of sbox Security shutter - fixed painted skin having wrong metal map assigned Compile shaders hammer is complaining about Add timeout-minutes to the core job descriptor as well Set TransmitType.Always in GameBase Fix newlines rendering as a square in dropshadows Merge branch 'master' into lagtest
3 Years Ago
Wrong sign
3 Years Ago
Additional logs and tests
3 Years Ago
Update shaders.yml Favourites bar Refine asset browser scroll Default scroll is now 1 tile high (Used to be 3 tiles), free scroll is now flat 32px instead of flat 10px. These numbers are 'per scroll wheel move' Merge branch 'master' of sbox Hammer: Fixed shift dragging groups not updating new group's name in the outliner Whitelist IComparable ModelDoc: Implicitly import and convert OLD vmdl (kv3 format generic) when opening them Calling RemoveAllDecals on world entity should remove all from world Hammer: Support local space export for dmx Hammer: Add "Export Selected" to selection context menu Fix favourites positioning Use recent game info on favourites Fixed favourites not showing a value Latest shaders Fix debugoverlays and toolmatsysutils shit (dodgy wireframe rendering) Package ratings true/false are valid event arguments Fix bindings not initializing when value was default Decal recompiles Download ignore .obj and other png material source files (normal, rough, etc.) Merge branch 'master' into lagtest Move where current cmd is set
3 Years Ago
Fixed recursion in Easing.BounceInOut
3 Years Ago
Tests