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21,407 Commits over 1,552 Days - 0.57cph!

37 Days Ago
Potentially fixed an invalid state during navmesh generation Also fixed a minor memory leak.
37 Days Ago
Humans: added Run_S & Run_W
37 Days Ago
Fix ValueNoise shader function not being smooth Before: https://files.facepunch.com/ziks/2024-11-16/sbox-dev_KoXuUh9TIr.png After: https://files.facepunch.com/ziks/2024-11-16/sbox-dev_FtB7jYPzCf.png
37 Days Ago
Some extra null checking in DeleteSceneObject
37 Days Ago
Save and restore current sequence so it can be set in editor
37 Days Ago
It's a bad idea to use serialize abstract sequence accessor
37 Days Ago
Update ProfileImage.razor.scss Fix NRE in PackageTagFilter Fix NRE in AssetPicker Warn not error when fail to get player stats Cancel loading if package fails to download Fix bootstrap exception when trying to show compile errors Fix NRE when loading a font, if font loading failed Fix NRE in GameObjectNode.Drop Log SSL errors
38 Days Ago
Add current sequence accessor to SkinnedModelRenderer https://files.facepunch.com/layla/1b1611b1/sbox-dev_Ia0QfZrbmI.mp4
38 Days Ago
Humans: recover deleted staging files Recovered 2 files that were deleted by commit 1d291f07bb4f2bb4bfec48765b2d640894441796
38 Days Ago
Linux: Silence all compiler warnings until we fell ready to fix them because it's so many that they slow down the build
38 Days Ago
Linux: Change signature of CNavMesh::GetTriangle() to solve disambiguity issue (uint64 = unsigned long long, but uint64_t = unsigned long int) Linux: Solve the lerp/std::lerp ambiguity with an #ifdef LINUX (math.h has using std::lerp on Linux, unfortunately) Linux: Specify --allow-multiple-definitions to allow stubbing out the API OVRLipSync.h Linux: Add gendbg.sh from engine/ branch and use it Linux: Fix typedef for Clang (__sFILE FILE vs. _IO_FILE FILE) Linux: Resolve ambiguity between std::byte and typedef byte for Clang in one specific case Linux: Disable .cfi_sections directives entirely for x64 SystemV ABI to avoid confusing assemblers and restore the original code for all other platforms Linux: Use the compiler flags for Clang on OSX/Android for all POSIX platforms. Linux: Replace CUtlVector with std::vector because it was causing a crash on destruction. Linux: Replace CSceneParticleObject* with void* using sed in 4.sh Linux: Replace the old VPC binary with a newer one because the old one doesn't work anyways
38 Days Ago
Don't show make owner on self if we're the owner More scrolling on store page Can preview unowned items in avatar editor
38 Days Ago
Penguin: Don't undefine lerp on expressioncalculator, we should see where it's using namespace std to get std::lerp wrongly, make it ifdef linux if all else fails Readd inline source compilation to renderdevicevulkan, do conversion to wchar directly
38 Days Ago
Fix achievements link Fix Invite To Party showing on friends who are in the, add transfer owner option Rebuild player image when party owner state changes
38 Days Ago
Removed unused core models Relocate the human model to the citizen addon
38 Days Ago
Add Resource.HasUnsavedChanges, Resource.StateHasChanged() Add Asset.HasSourceFile, Asset.HasCompiledFile Asset inspector's save option doesn't show if cloud or compiled, save option uses HasUnsavedChanges
38 Days Ago
Clean up GameResource loading * Always expect to load from a compiled version * Single function to load from data instead of separate data + json * Make LastSavedHash private Reload/import GameResource assets after project is fully loaded in editor Don't update "LastSavedSourceHash" if not in editor Don't reload asset on saving, causes double load - because we'll load after compile Make GameResource.Serialize() public, add OnJsonSerialize Make GameResource.Deserialize public
38 Days Ago
Make GameResource.Serialize() public, add OnJsonSerialize Make GameResource.Deserialize public
38 Days Ago
Add stop sequence on finish to directplayback animgraph node
38 Days Ago
Add JsonPatch utility Clean up GameResource loading * Always expect to load from a compiled version * Single function to load from data instead of separate data + json * Make LastSavedHash private Reload/import GameResource assets after project is fully loaded in editor Don't update "LastSavedSourceHash" if not in editor Don't reload asset on saving, causes double load - because we'll load after compile
38 Days Ago
Collider returns touching colliders of rigidbody if the collider is on a rigidbody
39 Days Ago
Specify setup-dotnet version for shaders.yml
39 Days Ago
Prebuild the menu package
39 Days Ago
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39 Days Ago
Fix mistake in ParticleModelRenderer upgrader
39 Days Ago
AcceptConnection and Kick Support (#1698) * Added INetworkListener.AcceptConnection( Connection, ref string reason ) and Connection.Kick( string reason ) * Added the kick command (can only be used by the host.)
39 Days Ago
ci adjustment
39 Days Ago
Fuck off
39 Days Ago
Prebuilding menu project halves startup time
39 Days Ago
Load fonts in parallel Open the game window in SourceEnginePreInit instead so there's not that awkward 1-2 second of nothing
39 Days Ago
Fix vertex memory allocation for capsule and spheres in PhysiscsShape::Triangulation
39 Days Ago
Allow ParticleModelRenderer to choose material groups and body groups https://files.facepunch.com/layla/1b1411b1/sbox-dev_JYc5358JqI.png
39 Days Ago
Add missing await in Navigation test
39 Days Ago
Fix potential race condition in NavMesh initialization
39 Days Ago
NavMesh: Use RealTimeSince/RealtimeUntil for delays
39 Days Ago
Added the kick command (can only be used by the host.)
39 Days Ago
Added INetworkListener.AcceptConnection( Connection, ref string reason ) and Connection.Kick( string reason )
39 Days Ago
Add CameraComponent.ScreenToWorld
39 Days Ago
Lobby Config / Friends Only Lobbies (#1696) * Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly. * Separate overload as not to mess with any existing game packages * Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P) * Fix lobby config max players
39 Days Ago
On Dedicated Server you can pass a path to a .sbproj with +game to load a local project. Hotloading works as usual for connected clients.
39 Days Ago
Fix lobby config max players
39 Days Ago
Optimize Navmesh agent ground trace not to run every frame
40 Days Ago
Fix CPhysicsBody::FindClosestPointOnConvexShapes not working for Spheres and Capsules Resolves Facepunch/sbox-issues#6909
40 Days Ago
Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly. Separate overload as not to mess with any existing game packages Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P)
40 Days Ago
Keep the accumulator. Fix the issue properly.
40 Days Ago
[DONT MERGE] Cupertino: Hardcode some paths and fix trailing slashes, note that outside windows steam_api64 dll is just called steam_api
40 Days Ago
Revert to old fixed update logic. It appears the root issue was synchronized server time causing more fixed updates than it should due to Time.Now changing. This resolves the issue I was trying to solve initially, and also fixes Facepunch/sbox-issues#6906
40 Days Ago
Add rendermesh resource Add rendermesh asset type Allow sceneobject to be created from rendermesh Add MeshRenderer Add vmesh asset preview Don't hide vmesh assets
40 Days Ago
Cupertino: Libvideo, libSkiasharp, libmpg123 binaries Cupertino: libHarfBuzz and libdxcompiler, configdefaults.osx.vcfg ( do we need this? :S ) Game boots again
40 Days Ago
Initial Tiled Navmesh Generation (#1689) Goal for this PR is too match current NavMesh functionality, but instead of generating a single large tile, generate multiple smaller tiles instead. This fixes a couple of NavMesh issues, most of them related to nav generation for large maps. Pathing should also improve slightly, since the NavMesh now broken up into smaller polygons. This will be particular noticeable in maps with large empty space and only a few obstacles. The PR does not change the API and should only result in minor behavioral differences, caused by the generated NavMesh being slightly different. https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_w9mTXjsyWd.jpg