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

43 Days Ago
Cupertino: Add Makefile for VPC so we can actually build it without actually having vpc Rename some IOSALL flags to just PLATFORM_APPLE, we always imply arm64 SDL_config doesnt always imply windows Update gitignore Cupertino: Managed Build Scripts No need for nvpatch for non-windows targets Cupertino: Use Unix trailing paths for codegen, this should be fine on Windows too Backport new tier0 threadtools stuff for process thread creation, fixes things that were missing from our initial code drop Cupertino: update VPC, still needs cleanup, builds all but need to sort linking and .mm files Cupertino: Encapsulate Windows-specific code and error handling Cupertino: Finish setting up makeile for VPC on Mac ARM64 Cupertino: Remove some definitions for OSX64 for OSXARM64 Cupertino: Add prebuilt macOS vpc Cupertino: Fix OSXARM64 conditionals, update VPC binary Cupertino: Add gitignore rules for Xcode crap files and add build native step for POSIX Don't try to to build path from empty dependency string for a VPC Makefile dependency Cupertino: Cleanup source_posix_base, update SDK versions and build settings for macOS, just use latest SDK version, target Sonoma, don't use 10 year old tools for cc chmod +x on vpc_script bash scripts Cupertino: ISO C++20 Fixes Update .gitignore and build scripts, fix permission on antlr, some small code fixes Cupertino: fix copy_postbuild.sh Cupertino: add xcode_codesin.sh and xcode_gen_dsym.sh Cupertino: update osxarm64 vpc binary Add support for OSXARM64 platform for schemacompiler, fix CBaseFileSystem::GetModPath override, zip_utils on posix and vpc doesn't need to link from all these on other platforms Cupertino: libsteam_api platform_compile_base makes weird assumptions for using CLANG or GCC on windows Izabu/Cupertino: Izabu implies SSE SIMD, shim it with sse2neon, fix constructor on IzPulleyJoint Cupertino: Remove bunch of win32 & x86 implications, casting for Clang, -Wno-register, multiplat build retail native Cupertino: Use GameNetworkingSockets outside of windows builds, build EtcLib for arm64 Cupertino: libpnga Cupertino: GameNetworkingSockets and SteamAPI libs on game folder Convert .dlls to platform-specific (linux/mac) equivalents on GlobalParser for nativedlls in interopgen Cupertino: SDL2 dylib
43 Days Ago
Remove obsolete CNavMesh.Init method Allocate polymesh on stack instead of heap Reduce voxel size to make sure the average door/passage way gets generated correctly. Fixup tests Improved generation config handling Make difference between tile generation and generation queue more clear
43 Days Ago
Hotload ignore Refit Fixes Facepunch/sbox-issues#6843
43 Days Ago
Add mainmenu default font size so it's not tiny by default Change hub icon
43 Days Ago
Reduce maxPolygonEdgeLength This will break up navmesh polygon. The smaller polygons should help improve pathing on large empty spaces with only a few obstructions.
43 Days Ago
When applying clothing, try to avoid error models by pre-evaluating the list
43 Days Ago
Improve IsEnabled comment #5451 Add maxAgentRadius to navmesh params
43 Days Ago
Revert trigger changes
43 Days Ago
.clothing File updates
43 Days Ago
Front page Fix menu being fucked for one frame after switching from avatar editor Lets have a name tag Scene tweak Add backlight
43 Days Ago
Fix Integer Control Widget when nullable Clothing updates Fix store page not handling more than 2 items
43 Days Ago
Cleanup tests and unused methods
44 Days Ago
AchievementDeck
44 Days Ago
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
44 Days Ago
Add Package.ThumbTall and Package.ThumbWide Fix button href debug Player feed
44 Days Ago
Fix NRE in trigger rework
44 Days Ago
Added notifications
44 Days Ago
Add DateTime.Humanize(), TimeSpan.Humanize() Add number.ToMetric() (1100 to 1.1k) Fix clicking packagecard title opening website Fix settingspage button heights
44 Days Ago
Tile bounds now only match the input geometries bounds on the z axis. Use physiscsworld instead of navmesh to determine agent Z position Improve tiling properties docs Fix navmesh editor auto update Remove useless recast config Remove unused navmesh triangle code
44 Days Ago
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
44 Days Ago
Reduce memory allocations in PhysicsShape::GetTriangulation Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg)
44 Days Ago
Improve & Optimize Tiled Navmesh Debug Draw https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_w9mTXjsyWd.jpg
44 Days Ago
Fix PhysicsBody.IsTouching returning too early
44 Days Ago
Fix touching colliders only being added to triggers
44 Days Ago
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
44 Days Ago
Make transform between tile world and voxel space more explicit Improved namvesh debug drawing
45 Days Ago
Clothing Update
45 Days Ago
Selected Tags in PackageTagFilters will still show up if their results are 0, so you can remove the tag instead of it being hidden
45 Days Ago
Fixed the Main Menu OrganizationModal Add hover/press sounds to packages in games/maps list, prevent x-scrolling.
45 Days Ago
Revert some test code
45 Days Ago
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 Adjust physicshape collection Merge branch 'master' into navmesh-tiled
45 Days Ago
Fix error when trying to unload tiles that don't exists
45 Days Ago
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
45 Days Ago
Fix binds modal Fix review modal Remove [StyleSheet] from everything, because it's not needed now
45 Days Ago
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
45 Days Ago
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
45 Days Ago
Remove PhysicsWorld::GetPolySoup as it is now unused Debug draw tile polygon boundaries
45 Days Ago
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
45 Days Ago
Fix Asset Browser NREs when filtering by file extension and file has no extension
45 Days Ago
Fix pause menu Tweak branding
45 Days Ago
Fix Create/Save File Dialogs opening in the folder above your current directory
46 Days Ago
Remove more unused
46 Days Ago
Base button can act like a href, sets active state Start converting settings modal Settings design
46 Days Ago
Fix opening .action resources Fixes Facepunch/sbox-issues#6841
46 Days Ago
Skia updates Add SteamId struct Player modal Remove unused shit
46 Days Ago
Add Sandbox.Services.Players Item store cleanup Fix sidebar scroll size Hard-code sort orders instead of getting them from the backend
46 Days Ago
Disable rendering on sceneobject when model renderer uses model that has no valid render meshes
46 Days Ago
Cache native physics body shapes so GetShape can have direct access to them
46 Days Ago
Auto calculate tiling parameters This avoids having to expose them, while we are not sure if they should be. Optimize tile geometry collection Only add physic shapes to generator that are in bounds Make tile geometry collection thread safe Speed navmesh geometry collection for scenes with complex physicbodies The geometry collection is optimized by only collecting the PhysicsShapes of a PhysicsBody that are actually in the navmesh bounds. Previously, all shapes of a PhysicsBody were collected, which resulted in a lot of irrelevant geometry being collected. This optimization significantly speeds up the overall navmesh generation (70 times faster when benchmarked on FP square).
46 Days Ago
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders Composite AO to pipeline rather than blitting, cleanup AddHookAfterTranslucent > AddHookAfterDepthPrepass [Pick] Add internal Graphics.FrameAttributes, up to review Remove hack for clearing AO and use FrameAttributes instead [pick] GetBindlessRWTextureXXX if compute shader Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray [pick] Fix sampletexture_bicubic (is anything using it)? [pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc [pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA Compile shaders without MSAA sampling for AO