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21,404 Commits over 1,552 Days - 0.57cph!

31 Days Ago
Revert marking the entire navmesh as unwarkable
31 Days Ago
Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods Add DrawModelInstanced methods to CommandList Add CommandList.Set for ComputeBuffer<T>
31 Days Ago
Load Model.Plane
31 Days Ago
Restore colliders on rigidbody disable if the collider is still active Don't let collider dictate body type when there's a rigidbody, colliders could have a mix of statics so rigidbody should be the authority on this
31 Days Ago
Update summary to be more clear on what this interface is for
31 Days Ago
Fix NRE in NavMesh Dispose
31 Days Ago
Optimize culling in navmesh debug draw
31 Days Ago
Hook up Package.Data GameModal now correctly uses GameConfig from backend Fix "no screenshots" being thin After purchase, keep refreshing until we have the item Indicate when you already own items
31 Days Ago
Asset Browser: Show 'Open File Location' in context menu when searching too Asset Browser: Disable flat/recursive toggle button when searching or in meta location
31 Days Ago
Restore AssertNoGraphErrorsInScene test Fixes #1709
31 Days Ago
Lazy-initialize NavMesh GeneratorPool
31 Days Ago
Give each scene dock a unique name and fix load order so we maintain layout positions Move window layout to project cookie, will fallback to importing from editor cookie for now
31 Days Ago
Expose BoneCollection / Bone to ActionGraph Fixes Facepunch/sbox-issues#6878
31 Days Ago
Fix NRE on native data
31 Days Ago
Be very careful about when we load assemblies in LoadNetworkTables Facepunch/sbox-issues#6984 Only warn once if Json serialization happens during a hotload Facepunch/sbox-issues#6984
31 Days Ago
Fix memory leak in navmesh builder
31 Days Ago
Add cylinder obstacle
31 Days Ago
Internal intersect events on physicsworld, no one should need them Make use of InvokeWithWarning
31 Days Ago
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet Don't return components on objects that are IsDestroyed Humans: skinning updates VR: init g_pVrSystem before finishing material system setup VR: check for headset in PreInit() instead of Init() UI: Expose UI.WorldInput.Hovered inside WorldInput component Upgrade remaining old vmdl files so I can delete all this legacy model code Humans: more skinning updates & prefab changes Merge branch 'master' of sbox Add Distance and Falloff to Voice Transmitter izIsSoft changes VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks Fix clothing using the wrong skin Fix HasUnsavedChanges being sucked into GameResource GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC) Change prefab icon color Add GameObject.GetPrefab( string ) AssetBrowserLocation tracks location type (code, assets etc) Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic Asset Browser: Improve navigation outside of project tree Path widget only displays what can fit instead of freely growing, hide rest behind flyout Ignore calls to Scene.Parent.set Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing which they do - like when creating attachments Add GameObject constructor which takes a parent Expose PerChannel<T>.Get and Set Print a list of new items in console after check out Uninstanced prefabs (#1708) Can retrieve components and child gameobjects from uninstanced Prefabs Asset Browser: streamline navigation flow Asset location presentation tweaks, improved path handling Initial path widget width because it starting off small is so very annoying Fix NRE in PrefabFile.PostReload Fix NRE in CloudBrowser Fix warnings Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949 Can DrawInstanced a number of instances without uploading data Remove unused asset browser node type Fix some Gizmo functions drawing an obsolete vertex object instead of nothing When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing. They now correctly draw nothing if an empty Enumerable passed. Fix asset browser NRE, default location stomping cookied path Disable undo/redo menu buttons when there's no active editor session Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles() Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985 Merge branch 'master' into navmesh-dynamic-obstacles
31 Days Ago
Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985
31 Days Ago
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
31 Days Ago
Spread navmesh obstacle updates across multiple frames
31 Days Ago
Fix asset browser NRE, default location stomping cookied path Disable undo/redo menu buttons when there's no active editor session
32 Days Ago
Fix some Gizmo functions drawing an obsolete vertex object instead of nothing When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing. They now correctly draw nothing if an empty Enumerable passed.
32 Days Ago
Progress on tile caching & dynamic obstacles https://files.facepunch.com/lolleko/1b2111b1/sbox-dev_CQAKEpUbQk.mp4
32 Days Ago
FOV and distance culling for navmesh debug draw
32 Days Ago
Remove unused asset browser node type
32 Days Ago
Can DrawInstanced a number of instances without uploading data
32 Days Ago
Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949
32 Days Ago
Fix warnings
32 Days Ago
Fix NRE in PrefabFile.PostReload Fix NRE in CloudBrowser
32 Days Ago
Asset Browser: streamline navigation flow Asset location presentation tweaks, improved path handling Initial path widget width because it starting off small is so very annoying
32 Days Ago
Uninstanced prefabs (#1708) Can retrieve components and child gameobjects from uninstanced Prefabs
32 Days Ago
Disable AssertNoGraphErrorsInScene test
32 Days Ago
Print a list of new items in console after check out
32 Days Ago
Expose PerChannel<T>.Get and Set
32 Days Ago
Add PrefabCacheScene for GetPrefabScene prefabs IsPrefabInstanceRoot returns false if we're a PrefabCacheScene Component.ShouldExecute returns false if we're in a PrefabCacheScene Update prefab test, we should be able to get children and components from uninstanced Prefab GameObjects now Reduce the length of this test
32 Days Ago
Ignore calls to Scene.Parent.set Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing which they do - like when creating attachments Add GameObject constructor which takes a parent
32 Days Ago
AssetBrowserLocation tracks location type (code, assets etc) Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic Asset Browser: Improve navigation outside of project tree Path widget only displays what can fit instead of freely growing, hide rest behind flyout
32 Days Ago
Fix HasUnsavedChanges being sucked into GameResource GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC) Change prefab icon color Add GameObject.GetPrefab( string )
32 Days Ago
Fix TextArea not updating on value change Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704) - Also tracking pressed controller buttons now Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968 AssetPublishWidget: when ticking publishing, update the widget properly instead of having to de-select and re-select asset Add recast/detour tile cache AssetBrowser: stopped pinned asset bricking the whole sidebar Editor: When losing focus of scene hierarchy rename popup, treat it as a successful rename Human Hair Updates Humans: added citizen_human_female_staging.vmdl Fix mass ratio typo in box3d Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4 Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet Don't return components on objects that are IsDestroyed Humans: skinning updates VR: init g_pVrSystem before finishing material system setup VR: check for headset in PreInit() instead of Init() UI: Expose UI.WorldInput.Hovered inside WorldInput component Upgrade remaining old vmdl files so I can delete all this legacy model code Humans: more skinning updates & prefab changes Merge branch 'master' of sbox Add Distance and Falloff to Voice Transmitter izIsSoft changes VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks Fix clothing using the wrong skin Merge branch 'master' into scene-collision-events
33 Days Ago
Fix clothing using the wrong skin
33 Days Ago
VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
33 Days Ago
izIsSoft changes
33 Days Ago
Add Distance and Falloff to Voice Transmitter
33 Days Ago
Split up generation procedure into more functions Convert obstacles from World to NavSpace
33 Days Ago
Humans: skinning updates Humans: more skinning updates & prefab changes Merge branch 'master' of sbox
33 Days Ago
More cleanup, early out if disbaned or toxic
33 Days Ago
Some cleanup
33 Days Ago
Dispose of navmesh + heightfield generators Add native obstacle rasterization for box, cylinder and convex shapes