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

40 Days Ago
Ignore self in ground trace
40 Days Ago
Prebuilding menu project halves startup time
40 Days Ago
Removed unused code
40 Days Ago
Fix hotloading test
40 Days Ago
EventRecord uses correct Version sha
40 Days Ago
Cupertino: Add libs and missing dependencies for GameNetworkingSockets, update GameNetworkingSockets
40 Days Ago
Json warmup can be a background task. (-500ms) Make logging initialization more predictable to avoid double configuration waste Menu doesn't need access control (-100ms) Only initialize ILHotload in editor as that's the only context it's useful in (-100ms) We can await on account information until after menu is loaded, otherwise we're usually hanging here for a second or more doing fuck all ResourceLoader.LoadAllGameResource: FindFile `*` more optimized than `*.*` (150ms -> 75ms) Update Superluminal PerformanceAPI (Stop nagging) Update AMSI patch for .net9 so we're not wasting 100ms+ every full hotload / package load
40 Days Ago
Cleanup unused usings Use Parallel.For( for particles Lets try setting the min/max threads
40 Days Ago
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
Use ReplaceWith in WalkJsonTree instead of doing it manually
40 Days Ago
Reduce memory allocations in PhysicsShape::GetTriangulation Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg) Merge pull request #1693 from Facepunch/optimize-physshape-triangulation-allocations Reduce memory allocations in PhysicsShape::GetTriangulation Support for @ key razor attribute, Facepunch/sbox-issues#4103 InteropGen: Add IsError to resources Model.IsError propertly detects when we're error.vmdl Applying clothing correctly detects invalid models Fix jeans using the wrong model location Fix settings apply button not working Fix storage page Fix menu missing material Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on Fix Popup Panels not closing when in game (but worked in menu) Sausage toggle Left the wrong model enabled Body Group Fix Human Bodygroup adjustments - Clothing fixes Service update Save/load avatar to/from the cloud .Clothing fixes Some changes to time sync. Seems to fix Facepunch/sbox-issues#6865 locally. Needs re-test. Fix popup being orphaned when clicked on Set in_editor ub richpresence when in editor Popup supports AboveCenter Stop making the popups red! Friends in footer, delete friends list Change notifications to a real popup Start putting the party system back together Some additional troublesome Vulkan layer disables Update documentation for methods in INetworkListener to indicate that they're only called for the host. Add net_fakelag ConVar. It's working for both Steam Networking Sockets and TCP / local instance. Can also be changed in the editor like this https://files.facepunch.com/conna/1b1211b1/sbox-dev_jpOfxVrwEr.mp4 Also commit this important file Rework triggers to check contact points instead of ref counted touches. Add ITriggerListener.OnTriggerEnter/Exit for game objects that contain multiple colliders Hide "available parties" Update clothing Add NETSDK1138 no nowarn Make writing clothing more deterministic When dressing, if we have a citizen model - but not a human model, make clothing invalid Switch from net7 to net9 * Update your Visual Studio to 17.12.0! Make EnableFootstepSounds on PlayerController work Add Distance/Falloff to music player Resolve Fixed Update Issues Resolves issue where Fixed Update would be called more times than it should be. Fixes issues such as in Marble Racer where if you had 500fps you'd move much faster than other players. Merge branch 'master' into navmesh-tiled Properly resolve merge conflict
40 Days Ago
Fix gameobject and component control widgets not respecting readonly attribute
40 Days Ago
Separate overload as not to mess with any existing game packages
40 Days Ago
Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly.
40 Days Ago
Use JsonObject.DeepClone() instead of Deserialize<DeepClone>
40 Days Ago
Prefix debug methods and props with debug
40 Days Ago
Resolve Fixed Update Issues Resolves issue where Fixed Update would be called more times than it should be. Fixes issues such as in Marble Racer where if you had 500fps you'd move much faster than other players.
40 Days Ago
Add Distance/Falloff to music player
40 Days Ago
NavMeshAgent improve ground detection trace In case our ground trace has multiple results pick the hit closest to the original navmesh position
40 Days Ago
Linux: Add precompiled binaries libsteam_api.so, libGameNetworkingSockets.so, libpng.a and libdxcompiler.so because we don't compile them ourselves.
40 Days Ago
Linux: Various little #ifdef fixes regarding Linux specifics, C++20 and a strange macro definition of "None" Linux: Use GNU++20 instead of C++20 because the code is making use of some GNU extensions in macros
40 Days Ago
Add a comment r.e. timedelta and timescaling so we dont get confused later
40 Days Ago
Use this to avoid confusion
40 Days Ago
Make EnableFootstepSounds on PlayerController work
40 Days Ago
Switch from net7 to net9 * Update your Visual Studio to 17.12.0!
40 Days Ago
Remove test code
40 Days Ago
Latest refs
40 Days Ago
Add dotnet-runtime-9.0.0-win-x64.exe
40 Days Ago
Some docs, clamp accumulator to maxSteps, use time.delta
40 Days Ago
Update Mono.Cecil and MonoMod.RuntimeDetour
40 Days Ago
Use RealTime.Delta here
40 Days Ago
Use RealTime.Delta its clamped
40 Days Ago
Add expected calls
40 Days Ago
Try to test hitches
40 Days Ago
Make sure tool building errors get caught Fix tools publish using net7
40 Days Ago
Add unit test to test FixedUpdate class
40 Days Ago
Remove test logs
40 Days Ago
Test
40 Days Ago
Make sure all JsonSerializerOptions are initialized from JsonSerializerOptions.Default Update runtimeconfigs Update tools to net9
40 Days Ago
Added all the OnMouseX overrides from Panel to PanelComponent. Resolves Facepunch/sbox-issues#6678 Clothing Updates Asset Browser 2 (#1670) Remove logs Improve spotlight gizmos Fix new project location file dialog not setting initial directory Add Jump To Code option to properties https://files.facepunch.com/f5a729e8-da9c-4e20-bf95-eea8a5fc4e84.png Manually Paint the Button widget, make it tintable Naming consistency between Widget, Option, GraphicsItem Tooltip -> ToolTip StatusText -> StatusTip Expose Menu.ToolTipsVisible, add Menu.PathElement.Description Node menu rewrite, add tooltips https://files.facepunch.com/ziks/2024-10-26/sbox-dev_BqmtPdWalM.png Disable Forward/Back buttons in the Asset Browser if you cannot go forward/backward instead of throwing error https://files.facepunch.com/CarsonKompon/2024/October/26_10-32-LightcyanAntarcticfurseal.png Unify all asset delete methods, fix delete not working for certain assets. Resolves Facepunch/sbox-issues#6692 Fix button colors Fix warnings in editor projects Do not do a recursive destroy on mesh copies when loading fbx blend shapes, this seems to fuck up the original mesh it was copied from https://files.facepunch.com/layla/1b2711b1/sbox-dev_NPHzQrVaHv.png Finish bone update on renderer transform change to ensure bones are up to date in situations where transform changes after animation update Revert, this is likely going to break threaded animation Finish bone updates at end of update if transform has changed after updating bones Humans: added WalkFast_E + NE/SE (roughs) Humans: remove animation-processing VMDL prefab instances living under currently disabled nodes, to work around issue #1681 Add WithExtension(this string path, string ext) Refactor rename flyout in asset browser, add error flyout Fixed Facepunch/sbox-issues#6695 https://files.facepunch.com/ziks/2024-10-28/sbox-dev_do9WlbwLbF.mp4 Restore fix for dragging in installed cloud assets, resolves Facepunch/sbox-issues#6703 Save launcher cookies to it's own file Make sure launcher doesn't save editor cookies, they would stomped on close Remove mock GameObject/Prefab code from managed MapEntity Clean up Entity tool as you can no longer add/target games this way # Conflicts: # game/editor/Hammer/Code/Tools/EntityTool.cs # game/editor/Hammer/Code/Tools/EntityTool/EntitySelector.cs Remove Hammer EntityIO UI Remove unused complicated stuff from worldbuilder: point templates, some hardcoded ents, dioramas, ... remove nav markup volumes from fgd ActionGraph source location refactor Fix asset browser not saving to cookies, bring back history cookie logic (this is all in the project cookie now too) Always update the path widget even if it's not a real location Fixed Facepunch/sbox-issues#6696 Dedicated Server (#1679) * Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host * Store Connection internal state if ConnectionInfo doesn't exist then we can just use that * Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server * For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All * Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host) * Serialize TargetMessage flags as byte * system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source. * Test logs * Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. * Remove this log * Remove unusued code * Add NetTransmission flag support when using SendMessage via Steam Sockets * Don't forget to add arg to header * Clearer docs here, only log warning if networking debug is enabled here * Some tidy up here * Reset local connection state to Unconnected when closing network system - some debug log for other machine * Close these connections * Remove this log * Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one. * Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake. * This bit isn't needed actually * Test boot back to main menu * Properly get when disconnected * Use CollectionExtensions properly * Fix test, re-add system member * Fix this state --------- Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com> Remove baked cubemaps code from Hammer Fix Hammer default layout. Also add Cloud Browser by default Fixes Facepunch/sbox-issues#6708 Update Dedicated Server bootstrap logs Show full file path in window status bar on hover again, resolves Facepunch/sbox-issues#6709 Only try to filter by asset type if we have any filters on, fixes excluding most files from search If we're headless, we should shut down SteamGameServer when disconnecting from network system Pass actual version into SteamGameServer init for version. Test server list cmd Add 'copy absolute path' option Find root paths automatically instead of just using current project Show base, citizen, and core Better sidebar separation Hide cloud browser when not requested Limit file count for now, need pagination Docs Use full paths for engine asset locations Add flat view back Don't try add menu project if we're headless Fix asset icons at 16x16, centre Use 16x16 icon for unknown files so that doesn't get cut off Pretty up file modified date, standardised w/ leading zeros so it's nicer in column view Don't show the menu path for custom assets' file type, just the title Add "Open File Location" shortcut for files in search results, meta locations etc. Tweak context menu icons. Show 'open with' dialog if we can't open a file Set hammer material when selected (both in cloud and asset browsers) Moving selected facet dropdown entry fetches from current facet entries rather than copying Re-implemented FilterAssetTypes in AssetBrowser and CloudBrowser. ResourceControlWidgets will now only show the selected resources Unify "Show In Explorer" icons in Asset Browser Don't show Games in the Cloud Browser. Don't include in type facet Don't hide compiled assets if no source file is available Citizen/animgraph: improved turn poses (and enabled them) as well as standing shuffle Fix path breadcrumbs not working outside of main asset browser IsValid() wrapper for main asset browser instance Fix Folder Icons not being centered Added Folder Metadata window. Allows you to change folder Color/Icon and see additional information. Resolves Facepunch/sbox-issues#6705 https://files.facepunch.com/CarsonKompon/2024/October/28_13-38-MeagerIbizanhound.png Humans: fixed compile errors Add SteamItemDefinitionId to Clothing Fix asset context menus in native tools, resolves Facepunch/sbox-issues#6722 Add failing hotload test, reproducing #1673 Stricter AreEquivalentTypes, fixes #1673 Fix crash in CModelStream::CopyValuesFromStream, assert out of bounds Reorganise cloud browser sidebar, add type shortcuts Add count badge to cloud Installed node Fix qt exception when installing cloud assets Cloud browser: Update facet dropdown selection from actual value in query, avoid putting crap in the searchbar from sidebar shortcuts Cloud browser: Still show facet title when there's a selection Long Folder names will wrap in Asset Browser icon view Use cloud asset type instead of file extension for filters in Cloud Browser. Resolves Facepunch/sbox-issues#6721 Steam inventory service Catch case when ResourceProperty has no asset Fix compiled asset filtering Add "Go To Folder" in recents Fix warning Fade out items you don't own in avatar scene Add scroll layout enter/exit events to ListView Asset browser: only render thumbnails for assets within visible scroll region, dequeue when culled Don't refresh whole browser content when a thumbnail is updated Just do a single thumbnail render per frame for now, feels less janky Mouse back/forward buttons in asset browser Clean up history logic a bit Added Distance/Falloff to Sounds (#1682) Store pages, checkout Fix SoundEvent JsonUpgrader to accommodate for RangedFloat values. Add TreatWarningsAsErrors compiler option Add TreatWarningsAsErrors to built-in addons Helps us catch warnings before the build fails because of BuiltInTests.NoWarnings Add some default lighting to game object thumbs if scene is unlit Can give an optional target to scene event nodes Fixes Facepunch/sbox-issues#6726 Adjust sound defaults and hopefully fix most falloff-related issues. PreviewSound gradient now visually follows the Falloff of the sound instead of purely being there for aesthetics https://files.facepunch.com/CarsonKompon/2024/October/29_18-40-LightsalmonBudgie.mp4 Move Folder Metadata from EditorCookies to ProjectCookies. Use relative paths instead of absolute paths. Folder Metadata is applied to FolderNodes Humans: reworked WalkFast_N Fix messed specular on skin shader that was using old normalization curve https://files.facepunch.com/sampavlovic/1b3011b1/zPO0P1wuPT.png Depth of Field 2 (#1657) Don't do AssetListEntry scroll events in list mode Don't show libraries in cloud browser Add windows-style subdirectory flyout to path separator https://files.facepunch.com/solw/2024/October/30_09-20-IllfatedUlyssesbutterfly.png Include final path separator if the directory has subdirs Fix asset dependency list with new browser Save/restore asset inspector tabs to cookie Failing tests reproducing Facepunch/sbox-issues#6731 Fix Facepunch/sbox-issues#6731 Clean up string.To{Numeric} extension methods Add Vector3.SmoothDamped, Vector3.SpringDamped Add HeaderAttribute, SpaceAttribute , HelpUrlAttribute Keep General feature first always Add ParticleModelEmitter Add ParticleTextRenderer Add SceneVolume system Seal up some classes Add DspVolume Display distance on dragged sound in PreviewSound widget PreviewSound Falloff preview updates as you edit the Curve Fix path widget error with meta locations We shouldn't need these SteamInput files anymore Fix FloatControl shitting itself when it's nullable Fix exception when deleting a component Make ClothingContainer more useful Clothing Updates When creating a component, if the typename has a conflict, then prioritize the type that exists in addon code PlayerController component Player Controller prefab Fix UI sounds having Occlusion, Attenuation, Absorption and Transmission applied to them. [HideIf] those properties when UI is true. Resolves Facepunch/sbox-issues#6742 Fix asset browser not opening if last opened directory from previous session was deleted/moved Add Model extension to create bone objects Rework skinned renderer to use create bone objects extension. Ignore absolute bone objects. Fix [Placeholder] attribute not actually setting PlaceholderText Humans: brand-new data sets for hitboxes, physics joints, and physics shapes + improved WalkFast_E + added WalkFast_W https://files.facepunch.com/maxlebled/1b3111b1/2024-10-31%2001-49-11.mp4 Clothing Updates Clothing Updates Use [FontName] for TextRendering.Scope, resolves Facepunch/sbox-issues#6752 https://files.facepunch.com/tony/1b3111b1/sbox-dev_VBbuYDiPZN.png HelpUrl for PlayerController HelpUrl adds (?) button to component header, fixed component header rebuilding multiple times Fix vignietting on DoF DoF Blur size is in pixels, make it relative to screen resolution so size is consistent, do uv offset a bit after first sample so there's less shimmer Cloud asset uninstall flow/ui - removes all references to the package from your project - deletes all files that're no longer needed from disk - updates package references to remaining installed package where there's shared files https://files.facepunch.com/solw/2024/October/31_13-07-ComposedAmericancreamdraft.png Prevent cloud browser from shitting pant with duplicate facet tags in query Don't add type tag twice when FilterAssetTypes is specified for cloud browser Cloud browser: Hide sidebar type locations when FilterAssetTypes is specified Add pivot to sprite renderers AssetPicker: Standardise initial selection logic, prefer selecting cloud package for cloud assets (and not .sbox disk path) Fix focusing AssetList on entry sneakily not working Wait for cloud browser to receive results before selecting initial selection Add clear button to asset/cloud browser search bars Switch case node https://files.facepunch.com/ziks/2024-10-31/sbox-dev_YiyL34b2CY.mp4 Add more optional functions to IPressable, for hovering and update Slow down default player turn speed PlayerController camera can be moved left/right PlayerController has "use"ing built in Don't let the user drag AssetPicker tabs about/outside the window (lol) AssetPicker: Disable type facet dropdown if FilterAssetTypes is specified AssetPicker: Default to project assets folder when no initial selection is given Fix CloudBrowser not saving/restoring from cookie Shift cloud locations around again, this makes more sense I think AssetPicker: make sure we're raising the tab you'd expect by default Remove the need for CGameTrace and delete it, the less trace result structs we have, the better Allow physics shape to associate with a bone index so SceneTraceResult.Bone works when hitting physics shape, as the summary suggests https://files.facepunch.com/layla/1b3111b1/sbox-dev_016MWrhQrI.mp4 Don't early out of model collider when there isn't a bone for part Fix UI sounds still playing spatially. Citizen/animgraph: improve look & feel of turning while moving https://files.facepunch.com/maxlebled/1b0111b1/2024-11-01%2005-08-50.mp4 (NB: this video has several of the parameters non-functional due to the current state of the physics-based player controller, so it's not a complete picture, but it does show off this specific improvement) Normalize quaternions in AddPoses to prevent drift in model space blending Remove extra quat normalize that isn't doing anything Fix exception in Asset.ReadJson() Fix NRE in GetBoneObject() when using the wrong name Properties with [Hide] don't contribute to features tabs Don't need these Hammer prefab templates anymore InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject ) Unify UI and ListenLocal, should have complete parity with how it was before 🤞 Hammer GameObjects (#1675) * Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c * MapInstance additive loads the SceneFile from inside the VPK Tie Meshes to GameObject: * Replaces Entity * GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider * HammerMesh is setup at map compile time with generated models. Editor: * Add HammerManagedInspector which can take over native inspector if it likes the MapNode type * Add HammerSceneEditorSession for handling saving properly * Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority) * Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos Hammer Outliner: * Managed sets DragData of map nodes in Hammer outliner * Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly * Removed duplicate entity list * Add "Create Game Object" button ActionGraph: * Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph --------- Co-authored-by: James King <james.king@facepunchstudios.com> Fix readonly string control widget Clothing Update Clothing Updates Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y Quick fix to diving outfit Merge branch 'master' of sbox Wrap property tooltips in rich text tags so they wrap, resolves Facepunch/sbox-issues#6723 Do Widget.AdjustSize before ConstrainToScreen Fix colour picker relying on late sizing and not constraining to screen properly, Facepunch/sbox-issues#6717 Animgraph: Add blend cycle option to state machine transitions - blends cycle on transition instead of resetting to zero https://files.facepunch.com/layla/1b0211b1/sbox-dev_fR7ScCdFuP.mp4 If setting local transform to default, set it to Transform.Zero Add Texture.CreateFromSvgSource PlayerController: Fix hiding other players bodies PlayerController: Tweak how body rotation works, clamp rotation to always be within RotationAngleLimit vs eye angles PlayerController: Only apply "viewer" tag to render body if set Svg's have mips, can keep aspect ratio Fix warning Get rid of my partial class check for SourceLocation codegen, it's actually the culprit for Facepunch/sbox-issues#6753 - re-publish your game and it'll be fine Get shortest SourceLocation path when setting TypeDescription.SourceLine/File - This should've been the original fix for opening code files that have partial class defs Citizen/animgraph: added b_firstperson parameter; intended to be used when showing the body in first-person view while looking down mapbuilder: don't try to parse empty scene json fixes Facepunch/sbox-issues#6777 Fix Prefabs not serializing ISceneMetadata components that are on the root GameObject Fix PrefabFile.GetMetadata() reading the wrong property name Can drag scene prefabs into Hammer map view If no [Inspector] found keep falling back on [CanEdit] Fixes Facepunch/sbox-issues#6784 Fog TAA + Tiled Rendering * Fixes artifacts * Improves perfomance * Removes Clipmaps * Lights are culled with tiles * Makes fog render until far-z * Removes ghosting * Simplifies codebase a lot Grt rid of log spam in OnAnimationEvent new Model.Attachments API Remove Log.Info in AssetBrowser Add CreateAttachments property to ModelRenderer Simplify skeleton bone rendering Fix SoundEvent JsonUpgrader only working for certain formats of RangedFloat. Resolves Facepunch/sbox-issues#6790 Update Facepunch.ActionGraphs Fixes Facepunch/sbox-issues#6736 Download initial server packages (on join) in parallel, Facepunch/sbox-issues#6786 Improve Bootstrap::Init error output to show diagnostic errors if they exist - we get a lot of users asking about this, and the original exception is not very useful https://files.facepunch.com/tony/1b0411b1/sbox-dev_GUQ7oMB8Eh.png Flag scene unsaved changes in a better place, fixes not being flagged in some cases, Facepunch/sbox-issues#6799 Consistently style scene tab titles in titlecase Copying, shift transforms & undoing all work on hammer game objects. Only had to change all the callbacks to a new system again Hammer can paste gameobjects copied from scene editor Resolves Facepunch/sbox-issues#6762 Asset browser: double clicking a folder in the left pane expands it + highlight current folder in sidebar Asset browser: Re-build sidebar locations when we make a new folder Asset browser: can highlight scene file by right clicking the tab https://files.facepunch.com/alexguthrie/1b0411b1/sbox-dev_glaXsIVvIP.mp4 Add Component.ITemporaryEffect, add it to particleeffect, particleemitter, soundpoint make RenderOptions.Apply public Scene hierarchy search searches whole scene, rather than just filtering visible nodes Scene Hierarchy: explicit t: token for searching by component type Scene Hierarchy: tag: token to filter by GameObject tags Scene Hierarchy: hide children in flat search view Scene Hierarchy: skip root, objects with hidden flag Scene Hierarchy: hide clear search button when there's no value, styling tweaks Fix Remove Component not being included in the Undo Stack Clothing Updates Clothing Updates Tweaked editor startup, don't pop up this cloud progress window, compile assets faster Shorten "Group with new GameObject" Update Facepunch.ActionGraphs Fix Project.EditUrl wrong link Fix asset browser showing compiled alt files of files we have the source to Play asset sound when clicking on asset Tweak TabBar style for icon legibility, consistent positioning Consistent placeholder text for search widgets Asset browser: Stop sticking "Resource" on the end of most asset type names Asset browser: Fix dragging assets only including the first thing, resolves Facepunch/sbox-issues#6810 Asset browser supports multi asset selection [CustomEditor] supports properties marked with [Editor( "editorname" )] Converted OrganisationProperty to OrganisationControlWidget Fix button with no icon padding Fix NRE in attachments Model preview better guess if it's a viewmodel Can multiple select and right click assets to batch publish, and select an org Ident maxlength increased to 64 Fix warning EditorUtility.PlayAssetSound supports sound events Asset browser: Play overlay for sounds Fix button text not being vertically aligned by one pixel. Resolves Facepunch/sbox-issues#6805 Clean up EditorUtility.PlayAssetSound a bit Ignore edging when drawing text outlines, helps with `font-smooth: never;` in combination with `text-stroke` Facepunch/sbox-issues/issues/6764 Fix video background color random Should fix editor startup error Hammer: Can hover and select managed scene render meshes (ModelRenderer) as well as gizmo render bounds, whilst working alongside native traces Cache looking up types by name Added a DateTime ControlWidget. Resolves Facepunch/sbox-issues#6787 https://files.facepunch.com/CarsonKompon/2024/November/05_13-28-CourageousUrutu.mp4 DateTimeControlWidget supports DateTimeOffset as well Added `[Expand]` attribute, which expands the control for that property onto a new line, making it fill the width of the sheet. Resolves Facepunch/sbox-issues#6800 https://files.facepunch.com/CarsonKompon/2024/November/05_14-34-QuarrelsomeFinch.mp4 Don't show properties of incompatible types when assigning Prefab Variables Ensure GUID is saved all the time. And some validation: delete CMapGameObjects that have no GUIDs on load & create CMapGameObjects for scene gameobjects that don't have a match Suppress native transform change callbacks too which were causing angles & scale changes to not execute Transform changes on managed execute EventPropertyEditorCoreAttributeChange_t so gizmos follow properly Clothing Updates Remove notion of installing cloud assets as preview Cloud assets are either on disk or not, this preview state confuses stuff without any real benefit. The important thing is that the references get stored in the assets - which they're not going to if we're not installing the cloud assets. Asset picker previews cloud sounds Call OnAssetHighlighted when highlighting cloud assets in picker Add (hidden) to cloud packages that are hidden Preview sounds when clicking on them in cloud browser Get rid of the package download notice (if we want this, we have to find a less abrasive way) Lets be more explicit with IsPromise, isolate it to GameResource, make it internal, and make sure it gets set to false on load Fix warnings Run assettags.updated only on the main thread Protect against a SceneDock not existing for some reason Protect against GameObjects being added during Serialize somehow Renamed [Expand] -> [WideMode] with optional parameter to hide the label completely Sound Occlusion traces now follow the rules of the "sound" collision group, which defaults to only collide with "solid". Fix ProjectSettings.ReadWithFallback not running JsonUpgraders on old meta fallbacks fix smoke1.vtex IsCloudInstalled doesn't care about versions by default Skip installing remote package if there's already an installed version by default, always download when explicitly installing/updating etc Remove manual package install button fix log interpolation Clothing Update EntityTreeModel::mimeData calls base again so native interactions still work Hammer GameObjects can have children https://files.facepunch.com/matt/1b0611b1/sbox-dev_icF9jl1PDP.png Gizmo.Settings.GizmosEnabled applies to DrawGizmos as well, resolves #1539 https://files.facepunch.com/tony/1b0611b1/sbox-dev_cW3C5AFArY.mp4 Fix broken loading screen characters Fix occlusion not using proper listener position and constantly overriding the target Multicast action graph delegates https://files.facepunch.com/ziks/2024-11-05/sbox-dev_ntUf9trdvk.png Add CommandList * Add CommandList * Add CameraComponent.Hud Remove unused OpenXR launch environment variables Update Facepunch.XR to ec56d1c119e0251cbc105be8a26792e266b68ed3, fixes some minor launching issues VR hand component fixes VR world input component Remove unused VR bits in MenuSystem Basic VR scene menu, loads automatically if VR is enabled Fix Prefab Tabs not having a Context Menu, can now Show Prefab in Asset Browser Added Sound Point Prefab Template and fixed Soundscape Prefab Template https://files.facepunch.com/CarsonKompon/2024/November/06_13-23-RubberyNeondwarfgourami.png Fix not being able to right click a scene/prefab tab if it has unsaved changes Make Right Click clear in the Collision Matrix since the tooltip says it should SoundComponents now use the AudioDistanceFloat controls for Distance. Updated SoundPointComponent gizmos. Gizmo.Draw.Grid can be drawn at an offset Clothes Update Add TrailRenderer.Emitting to control when new points should be added to the trail or not Fix camera shader node typo with FarPlane Make sure ListView itemsPerRow can't be zero Fix map drop object for local maps Dedicated Server Querying and Session Authentication (#1690) * Authentication and encryption can now be enabled (by default) * Session authentication is added for authentication tickets - this is what makes the player count go up on a server or down when they leave * Dedicated servers use a Fake IP and can be connected to either by their Fake IP or by their associated Steam Id * Dedicated servers can be queried from the master server using the GameSocketShare mode and so can now be fetched in-game for displaying in some UI later (Steam Server Browser does not display them due to using Fake IP) * Added Rich Presence support for players who are connected to a dedicated server (and other players can join the game) * Fixed some issues with headless mode such as when things were attempting to use ISteamFriends or some texture methods * Stale connections are properly disposed of and cleaned up within a network system where in some cases before they were not * Ensure that we disconnect from the network system when closing the game/app, this makes sure that the Steam Game Server is properly shut down * Fixed / implemented Steam Game Server callbacks * Moved Steam Network Sockets configuration to C# and set them in the right place now * Ensure that we disallow a player to connect to a dedicated server if there are no player slots remaining Add +hostname support for dedicated servers. For now, just so we have a way of seeing them, bundle dedicated servers in with other lobbies when querying lobbies so they show in the lobby list for a game. Use AppIsDedicatedServer() to determine if should print warning log in texturebase. Don't run Panel.TickInternal if we're a dedicated server - makes no sense for Panels to even exist. Make dedicated server console window title s&box Dedicated Server We can omit this warning too if we're a dedicated server Create assets/folders from sidebar folder nodes Fix asset type filters excluding compiled assets that should be shown, resolves Facepunch/sbox-issues#6814 Tidy/refactor search widget, asset type filtering works in both flat and normal views Make sure picker-enforced filters are shown in the search widget, disable user editing Implement stubbed Search Bar in HomeWidget, moving it outside of the filters popup https://files.facepunch.com/CarsonKompon/2024/November/07_07-14-FakeMillipede.mp4 Use error model for sceneobject when model has no valid render meshes Do the same for scenemodel Cloud browser: maintain location query when searching, clear facet selection with sidebar shortcut Remove unused folder node logic for cloud locations Skip dropdowns for facets included in the base/location query Fix LobbyCard NRE fix glass vtex Fix some compiled assets wrongly being hidden, Facepunch/sbox-issues#6814 Categorize Create Asset menu, can create code files, add templates for compute, material, unlit shaders Use GameResource.Category in New Asset menu Give built in resources categories too, merge with gameresources Create templates for c# empty, component, razor code files and compute, material, unlit shaders Update Refit Update Facepunch.XR and defs to 24b8e70e5c89d04b3f42d8b022bf97e05b82349f, adds check for headset/runtime availablity VR initialization changes - always load VR extensions if there's a runtime and headset available, so we can init mid-session Editor: Make ToggleSwitch look nicer Add toggle switch in editor for VR https://files.facepunch.com/alexguthrie/1b0711b1/sbox-dev_k3x5LXNKca.png When creating a Sound Event, the file extension is now replaced instead of appended. Resolves Facepunch/sbox-issues#6816 Update Facepunch.XR to 1dce6d64669f0c19b0e43936bf53b1770d50a6f8, cache HasHeadset value Don't build VR Toggle Widget if there's no headset or runtime Cache native physics body shapes so GetShape can have direct access to them Disable rendering on sceneobject when model renderer uses model that has no valid render meshes Fix opening .action resources Fixes Facepunch/sbox-issues#6841 Fix Create/Save File Dialogs opening in the folder above your current directory Fix Asset Browser NREs when filtering by file extension and file has no extension Menu refresh * razor: Invalidate render tree when setting RenderFragment - fixes sections of razor ui not updating until hovered * updated menu UI * deleted old menu styles Hooked up Texture Editor Browser and gave it the proper Filter type Filtering by Image in the Asset Browser now shows all supported file types instead of just JPG Fix [Feature] properties not being added to a ControlSheet when non-Feature properties don't exist. Resolves Facepunch/sbox-issues#6842 Fix Select Map button Remove unused Fix clicking map opening two modals Fix Map modal buttons Fix can't join game Fix server list modal broken design Fix game/map modals not hotloading Fix binds modal Fix review modal Remove [StyleSheet] from everything, because it's not needed now Use ResourceName as default name for prefab templates instead of just adding an empty entry Prevent "General" tab from displaying even if a Component has no Features Fixed the Main Menu OrganizationModal Add hover/press sounds to packages in games/maps list, prevent x-scrolling. Selected Tags in PackageTagFilters will still show up if their results are 0, so you can remove the tag instead of it being hidden Clothing Update Add PhysicsBody.IsTouching( body ) Rework triggers to check for exit events at the end of physics step, should be more reliable than ref counting touch events Fix touching colliders only being added to triggers Fix PhysicsBody.IsTouching returning too early Reduce memory allocations in PhysicsShape::GetTriangulation Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg) Latest services api Expose news api in Sandbox.Services.News Add MenuUtility.GetPlayerFeed( take ) Add apis to get notification counts, mark read, get array of latest notifications Add DateTime.Humanize(), TimeSpan.Humanize() Add number.ToMetric() (1100 to 1.1k) Fix clicking packagecard title opening website Fix settingspage button heights Added notifications Fix NRE in trigger rework Add Package.ThumbTall and Package.ThumbWide Fix button href debug Player feed Delete Cardboard Trousers Delete office skirt Delete Cardboard Chest Delete Dry Suit Delete Hivis Jacket Delete LongSleeve Delete smart jacket Delete bucket helmet Delete Chefs Skull Cap Delete Leather Gloves Delete Long White Gloves Delete Army Gloves Delete V Neck Tshirt Delete Buttoned Shirt Delete Chainmail Delete Longsleeve Shirt Delete Priest Shirt Delete Smart Shoes Delete Necklace Delete Stylish Glasses Delete Diving_Rebreather Delete chest armor Delete eye cover AchievementDeck Fix Integer Control Widget when nullable Clothing updates Fix store page not handling more than 2 items Front page Fix menu being fucked for one frame after switching from avatar editor Lets have a name tag Scene tweak Add backlight .clothing File updates Revert trigger changes When applying clothing, try to avoid error models by pre-evaluating the list Add mainmenu default font size so it's not tiny by default Change hub icon Hotload ignore Refit Fixes Facepunch/sbox-issues#6843 Merge pull request #1693 from Facepunch/optimize-physshape-triangulation-allocations Reduce memory allocations in PhysicsShape::GetTriangulation Support for @ key razor attribute, Facepunch/sbox-issues#4103 InteropGen: Add IsError to resources Model.IsError propertly detects when we're error.vmdl Applying clothing correctly detects invalid models Fix jeans using the wrong model location Fix settings apply button not working Fix storage page Fix menu missing material Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on Fix Popup Panels not closing when in game (but worked in menu) Sausage toggle Left the wrong model enabled Body Group Fix Human Bodygroup adjustments - Clothing fixes Service update Save/load avatar to/from the cloud .Clothing fixes Some changes to time sync. Seems to fix Facepunch/sbox-issues#6865 locally. Needs re-test. Fix popup being orphaned when clicked on Set in_editor ub richpresence when in editor Popup supports AboveCenter Stop making the popups red! Friends in footer, delete friends list Change notifications to a real popup Start putting the party system back together Some additional troublesome Vulkan layer disables Update documentation for methods in INetworkListener to indicate that they're only called for the host. Add net_fakelag ConVar. It's working for both Steam Networking Sockets and TCP / local instance. Can also be changed in the editor like this https://files.facepunch.com/conna/1b1211b1/sbox-dev_jpOfxVrwEr.mp4 Also commit this important file Rework triggers to check contact points instead of ref counted touches. Add ITriggerListener.OnTriggerEnter/Exit for game objects that contain multiple colliders Hide "available parties" Update clothing Add NETSDK1138 no nowarn Make writing clothing more deterministic When dressing, if we have a citizen model - but not a human model, make clothing invalid Merge branch 'master' into net9
41 Days Ago
41 Days Ago
Add NETSDK1138 no nowarn Make writing clothing more deterministic When dressing, if we have a citizen model - but not a human model, make clothing invalid
41 Days Ago
rendersystemvulkan builds on all platforms lzma has inconsistent binary output dir
41 Days Ago
Vulkan: Exclusive fullscreen is only a thing on windows Vulkan: Pretty sure this compilation step in renderdevicevulkan goes unused now, checking once game boots again Add dxc & dxcompiler from Vulkan build, organize this all in win64/osxarm64 Add MoltenVK directly Vulkan adjustments for metal platform, OpenGL is nevermore on OSX
41 Days Ago
Mach Dxcompiler binary not really compatible, might be tricky to use microsoft's dxc without dxil, a task for another day Add hlsl_shader_compiler_stub
41 Days Ago
platform_compile_base had this seemingly unused GUID identifier that was causing conflicts in both lzma and dxc winadapter Get WinAdapter working for Dxc
41 Days Ago
Remove some dead code that cause issues on clang, particles were all using wrong function signature, are these dead code too? Refactor stuff to work on linux/mac, mostly platform typos Shader compilation only on windows right now, dxc should support other platforms, add Mac version of dxcompiler lib anyway
41 Days Ago
[REVIEW, DONT MERGE?] Cupertino/Penguin: Platform guards for fpxr and lipsync, this is the worst way to do this, should see a way for interopgen to have platform conditionals
41 Days Ago
Cupertino/Penguin: Define Steam Audio directly, move SDL2 from Tier0 & Posix DLL Base to Posix Base
41 Days Ago
Cupertino/Penguin: Steam Audio 4.5.2 on all 3 platforms