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21,418 Commits over 1,552 Days - 0.58cph!

2 Months Ago
Initial Assets have colors Preview tweaks Search widget Asset popup, will turn this into something more tooltip-oriented later Split left / split right Chips from tags Tweak styling, move current project to top of asset locations list Implement chip tag filtering Initial cloud browser, separate from asset browser Initial tabbed asset picker w/ both local and cloud assets Asset type picker Renames, deletes, duplicates handled by IAssetListEntry Clean up Implement `t:vmdl`/`t:vmat`/etc. and filters Implement Everything & Recents Cloud browser uses facets to select type - hide picker on search bar Fix warnings Fix FindItemsThatStartWith Sort recents properly Display "Everything" / "Recents" in address bar when those are active Show asset name if only deleting one asset https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png Show file name + extension Use project root path as root for asset browser stuff Hide hidden files & folders Icons for assets, code, libraries, exports, localization, projectsettings folders https://files.facepunch.com/alexguthrie/1b2211b1/sbox-dev_vj4aOCIDDr.png Hide .sbox folder Open non-asset files (e.g. .cs files) when double clicked too New generic file context menu (for any non-asset type - .cs, .scss, .razor, etc.) Implement OnContextMenu in FolderNode Navigate to code files using selected code editor should prefer an active / open solution Hide obj/ folder in code directories Add support for drag-dropping assets / folders / etc. Top of asset locations list shows favorites again Favorites -> pins, hide node if it hasn't got any entries, hide obj/ folder in tree view Doesn't refresh properly when going from no entries to some entries yet Docs Fixed searching through everything/recents Show pins in tree when there are some added
2 Months Ago
Favorites -> pins, hide node if it hasn't got any entries, hide obj/ folder in tree view Doesn't refresh properly when going from no entries to some entries yet Docs Fixed searching through everything/recents Show pins in tree when there are some added
2 Months Ago
Fix adding new cloud asset ServerPackages sometimes causing silly hang
2 Months Ago
Added GetFrustum to CameraComponent
2 Months Ago
Rename "Available" to "sbox.game" in Library Manager + a different icon. https://files.facepunch.com/CarsonKompon/2024/October/24_10-08-LavenderAnemonecrab.png
2 Months Ago
Adding/Removing a Component with a corresponding EditorTool will instantly create/destroy it. Resolves Facepunch/sbox-issues#6643
2 Months Ago
Add GameObject.DebugOverlay, Component.DebugOverlay
2 Months Ago
Adding a Camera Component to a GameObject no longer throws an error when it shouldn't. Resolves Facepunch/sbox-issues#6641
2 Months Ago
Disable new cloud packages stuff while I work out why that breaks shit sometimes
2 Months Ago
Add ulong constructor to Friend class. Resolves Facepunch/sbox-issues#6644
2 Months Ago
Properly get when disconnected
2 Months Ago
Test boot back to main menu
2 Months Ago
Sprite shader has a pivot position
2 Months Ago
This bit isn't needed actually
2 Months Ago
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.
2 Months Ago
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png Iterate DoF Smooth fade DoF from composite shader Iterate dof, needs cleanup, almost perfect Wave intrinsics to do early out for far dof DoF2 Downsample with bias based on depth, cleanup https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4 Front blur, tweaks Final tweaks, add depth gap for adding an area where u might want more focus https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4 Depth Resolve writes to both channels correctly Final cleanups for dof2 Fill up _renderTarget on Graphics Scope so that we can fetch the immediate color/depth textures also without a copy Fetch depth and color directly for DoF so that we can do pixel perfect fetches, start making near dof not shit
2 Months Ago
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.
2 Months Ago
Add "new" cloud asset refs to ServerPackages table when hosting a game from editor Adding cloud assets will now work in clients without having to publish/upload your project (Facepunch/sbox-issues#6598)
2 Months Ago
Remove this log
2 Months Ago
Close these connections
2 Months Ago
Reset local connection state to Unconnected when closing network system - some debug log for other machine
2 Months Ago
Include file in delete asset dialog for single asset selection
2 Months Ago
Physics debug render uses OverlayWithDepth so it's after post process https://files.facepunch.com/layla/1b2411b1/sbox_PvU3Pt0GJf.png
2 Months Ago
Protect against processing the same physics intersection event multiple times
2 Months Ago
Apply particle rotation to object alignment mode https://files.facepunch.com/layla/1b2411b1/sbox-dev_Sgw55NzeQF.mp4
2 Months Ago
Ensure positive zero when doing ValueToString on float controls
2 Months Ago
Add BillboardAlignment.Object to ParticleSpriteRenderer to align particles to game object rotation https://files.facepunch.com/layla/1b2411b1/sbox-dev_wPXQU0YbTa.mp4
2 Months Ago
Add transform widget back to prefab object inspector
2 Months Ago
AddHookAfterTranslucent > AddHookAfterDepthPrepass
2 Months Ago
Don't remove sensor contacts when changing body type, fixes triggers entering without leaving when toggling motion type while inside a trigger
2 Months Ago
Clothing Updates
2 Months Ago
Composite AO to pipeline rather than blitting, cleanup
2 Months 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
2 Months Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler Remove sdf.hlsl (until we meet again 🫡 )
2 Months Ago
Add Motion.hlsl for motion vectors Add generic TAA filter to Motion.hlsl
2 Months Ago
Shadergraph: Get rid of DynamicComboRule( Allow0( D_COMPRESSED_NORMALS_AND_TANGENTS ) )
2 Months Ago
Cleanup Use GameObject name explicitly in description instead of setting DMX name
2 Months Ago
WIP rework node querying
2 Months Ago
New generic file context menu (for any non-asset type - .cs, .scss, .razor, etc.) Implement OnContextMenu in FolderNode Navigate to code files using selected code editor should prefer an active / open solution Hide obj/ folder in code directories Add support for drag-dropping assets / folders / etc. Top of asset locations list shows favorites again
2 Months Ago
Revert "ModelRenderer don't default to box if Model is null" This reverts commit 507bf43671ecc159012fc46ffe726dcf1128bdd9. This works better, needs a cleanup that also removes [MakeDirty] crap
2 Months Ago
Batch map gameobjects, start disabled
2 Months Ago
Remove 2nd hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away
2 Months Ago
Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly
2 Months Ago
Add SerializedProperty IsPublic, IsField, IsProperty Only show properties in GameResource inspector that'll actually be serialised, Facepunch/sbox-issues#6656
2 Months Ago
Node menu: list all scene refs https://files.facepunch.com/ziks/2024-10-23/sbox-dev_qisG1bsjT4.mp4
2 Months Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc Normalize map path name Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it Trim world builder Implement CMapGameObject::Copy Sync native transforms to managed Scene changes (new component, prop edits, etc.) mark Hammer map as having unsaved changes (otherwise it refuses to save) Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative) Fix warning CMapGameObject's that generate model geometry are ignored by physicsbuilder ModelRenderer don't default to box if Model is null remove nav markup volumes from fgd TieToGameObject takes TieToEntity keybind (Ctrl+T), remove button for entity as there's no entities to tie them to anymore, if you really need it the command is still accessible through F1 bakky icon
2 Months Ago
Fix undoing dragging connection handles Fix updating connection positions
2 Months Ago
Correctly scope to current scene when pressing [Button] Fix gizmos being unavailable during editor tick Add "Set to None" option to InputActionControlWidget https://files.facepunch.com/tony/1b2211b1/0WMKcWO3Z1.png Scene.Title, Scene.Description are obsolete Fix JsonObject.GetPropertyValue not always returning defaultvalue Add SceneInformation component, replaces Scene.Title, Scene.Description - can create your own meta providers, works in prefabs Add SceneFile.GetMetadata( name ) Add PrefabFile.GetMetadata( name ) Add ability to close tool window tabs, scoped to scene/prefab tabs only - resolves Facepunch/sbox-issues#6653 https://files.facepunch.com/tony/1b2211b1/sbox-dev_3TNYa6UlBY.mp4 Add IsDeleted checks to loading startup scenes. Facepunch/sbox-issues#6594 Focus last selected SceneViewport when leaving Play Mode. Resolves Facepunch/sbox-issues#6605 AssetInspector now hotloads when changes to the asset have been made. No longer have to click into something else and click back in. https://files.facepunch.com/CarsonKompon/2024/October/22_09-47-StaleImperialeagle.mp4 Grid-aligned wires option https://files.facepunch.com/ziks/2024-10-22/sbox-dev_bUe9p89nrF.mp4 SceneViewportWidget now refocuses last non-game viewport instead of last selected. Resolves play mode sometimes starting on an Empty Scene MapInstance explicitly fails when trying to load scenemaps, fallback to configured map when map arg isn't valid - Fixes case where an uploaded scenemap containing a MapInstance (mis?)configured to pull from launch args, would try to load itself and fall apart, Facepunch/sbox-issues#6620 Scroll the transform with all the other components Change inspector theme Fix exec command not working with spaces in dir for these csproj files Add ComponentFlags.NotCloned to opt out of component serialize when cloning in editor Rework component serialize bail logic Fixed not being able to remove cookies, because it kept loading them before saving. I don't know why this code existed Merge branch 'master' into asset-browser-2
2 Months Ago
Fixed not being able to remove cookies, because it kept loading them before saving. I don't know why this code existed
2 Months Ago
Some tidy up here