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21,427 Commits over 1,552 Days - 0.58cph!

3 Months Ago
Only update collider shape on property change
3 Months Ago
Include new .sbox/cloud directory as build map cmdline -searchpaths arg
3 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
3 Months Ago
Update Facepunch.ActionGraphs
3 Months Ago
Smaller add button, rename to new Delete flat view, doesn't make sense - I think most people were just using it for searching Fix double-clicking on assets & packages Fix history menu Show cloud browser in default layout
3 Months Ago
Renaming assets now lets you just change capitalisation, resolves Facepunch/sbox-issues#6564
3 Months Ago
Initial Assets have colors - these all suck right now, will go back through and pick some less sucky colours later 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 Rebase fixes Use ContextMenu Asset type picker entries are now handled by AssetBrowser/CloudBrowser Open up asset locations https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_mXx146R80H.png Add all types to cloud browser Can only select one cloud asset type at once (or it'll mess with facets etc.) https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_1BIcVF3lFI.mp4 Order modes Add cloud browser to hammer Asset browser defaults to project assets path Update view mode icon when scrolling Disable Parent Directory button if we're in project assets root PathWidget fixes, separate segment update Remove AssetBrowserLocation.FromPath, unused Run OnPathEdited at the end of AssetBrowser ctor so we can disable Parent Directory button if needed Remove AssetPopup, we're just overcomplicating things for no reason there Directory context menu Clean up asset list entries Remove unused, hook up AssetLocations.OnFolderSelected Invoke events Clean up Implement asset picker If a picked asset is a cloud package then stick the ident in the search bar in the asset picker Rather than going to .sbox/blablabla Renames, deletes, duplicates handled by IAssetListEntry CloudBrowser cleanup Ended up not using any of this, get rid PackagePopup: show tags, word wrap NRE fix Fix warnings Drag-drop Open folder context menu in blank space Show asset type color in tag picker Don't wipe facets if there aren't any to replace them with, or if we don't find any packages at all
3 Months Ago
Clear out null components on hotload Add RigidBody version of Sweep to Scene.Trace
3 Months Ago
Forgot to return array to pool
3 Months Ago
Fix non uniform scale sphere collider updates
3 Months Ago
Don't rely on keyframebody when updating colliders, they could be sweeping to a new position so the shape gets updated using an incorrect local transform
3 Months Ago
Fixed input settings not being applied in subsequent games (d'oh)
3 Months Ago
Try to make restitution work with soft contacts, fixes bouncy surfaces when dynamic collides with kinematic
3 Months Ago
WIP cookie get / set node
3 Months Ago
Better handling for this edge case, also handles empty strings and when the editor itself is mid-shutdown
3 Months Ago
Grab a few edge cases preventing all scenes from loading from the last session
3 Months Ago
Update Facepunch.ActionGraphs
3 Months Ago
Editor will restore all opened scenes/prefabs from previous session, not just the last one.
3 Months Ago
Don't wipe facets if there aren't any to replace them with, or if we don't find any packages at all
3 Months Ago
Show asset type color in tag picker
3 Months Ago
Drag-drop Open folder context menu in blank space
3 Months Ago
Renames, deletes, duplicates handled by IAssetListEntry CloudBrowser cleanup Ended up not using any of this, get rid PackagePopup: show tags, word wrap NRE fix Fix warnings
3 Months Ago
Missed Sound Point description
3 Months Ago
Add JsonUpgrader support to ConfigData - will be using this for Input config updates
3 Months Ago
Fix formatting of node titles with type params https://files.facepunch.com/ziks/2024-10-07/NTc7SLTOVR.png Add built-in nodes for Scene.GetAllComponents<T>() https://files.facepunch.com/ziks/2024-10-07/SUbPeMLFFP.png
3 Months Ago
Added descriptions to Components that didn't have them. Most are self-explanatory, but should help reduce some confusion. Resolves Facepunch/sbox-issues#6560
3 Months Ago
Split out InputSettings into Input.config - backwards compatible
3 Months Ago
Add experimental r_tiled_rendering_conservative_culling so people can play with it, uses near-z approach for tiled culling for even better perfomance, doesn't play well with translucents, will be deprecated when we have two sets of light lists
3 Months Ago
Don't do OnDisabled(); OnEnabled() on Skybox2D dirty but clean up probe cleanly if needed
3 Months Ago
Typo
3 Months Ago
Scaling should not be applied to NormalToLocal and NormalToWorld but happy to be proven wrong
3 Months Ago
Fixed transformation order for PointToLocal and PointToWorld, add some tests to make sure they match ToLocal and ToWorld
3 Months Ago
Test tl, tr, bl and br corners instead of updownleftright for cone frustum culling
3 Months Ago
Tiled Frustum Culling (#1669)
3 Months Ago
SkyBox2D Indirect Lighting ( Reflections/IBL ) can be toggled, hammer maps don't expect skyboxes to be used for lighting since it has vrad
3 Months Ago
Be more conservative by testing 4 points of cone base rather than a sphere shape
3 Months Ago
Tiled Frustums Start moving tiled_light_culling to use frusta Iterate frustum tiled culling Near/far tiled frustum planes Very simple ConeIntersect and AABBIntersect Cubemap frustum cullinng Show cubemap complexity on tiled debug vis as well https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums https://imgur.com/a/tybd5Dv Fix ortho projection for CalculateScreenTiles fix DepthMinMax on ortho projections, fixes tiled lights on ortho projections https://files.facepunch.com/sampavlovic/1b3011b1/ZiyxdtwHc1.png Delete tiled_frustums_cs, main shader does everything, we recalculate it every frame anyway since we also match the depth chain for the far plane, can store it later again from it if we need it for anything Transform plane directly to local instead of using inverse matrix Light.GetInvertedRadius() not used anywhere, let's make it Light.GetRadius() Push radius changes to lightbinner.hlsl Fix frustum calculation so it wouldnt mess up with low farz, fix FetchDepthMinMax Using invprojrow3 to linearize depth feels a bit incorrect specially when moving far-z use correct algorithm, can be accelerated later Depth Near-Far was inverted on tiled_culling, perfect for both near/far planes now Allow using conservative near-z culling with D_CONSERVATIVE_CULLING and remove elegibility of D_DEPTH_PREPASS, we always have it https://i.imgur.com/9UlrmTc.png https://i.imgur.com/joEz72S.png
3 Months Ago
Allow using conservative near-z culling with D_CONSERVATIVE_CULLING and remove elegibility of D_DEPTH_PREPASS, we always have it https://i.imgur.com/9UlrmTc.png https://i.imgur.com/joEz72S.png
3 Months Ago
Using invprojrow3 to linearize depth feels a bit incorrect specially when moving far-z use correct algorithm, can be accelerated later Depth Near-Far was inverted on tiled_culling, perfect for both near/far planes now
3 Months Ago
Fix frustum calculation so it wouldnt mess up with low farz, fix FetchDepthMinMax
3 Months Ago
Push radius changes to lightbinner.hlsl
3 Months Ago
Light.GetInvertedRadius() not used anywhere, let's make it Light.GetRadius()
3 Months Ago
Humans: hook up an extremely basic animgraph so the model stops exploding if you try to use it
3 Months Ago
Human: normalize movement animation root speed to 80 u/s across animations + lower new constraint weights slightly
3 Months Ago
Humans: improved existing movement animations
3 Months Ago
Fix LaunchArguments.Map not working
3 Months Ago
Serialize animation parameters if they're changed in editor https://files.facepunch.com/layla/1b0611b1/sbox-dev_paNSU6QjyT.mp4 Run animation for skinned model renderer in editor if it has any stored parameters because we want to see them Signal values changed for float slider, OnChildValuesChanged wasn't called when moving slider
3 Months Ago
Rebuild colliders immediately instead of next update Fix NRE setting null surface on physics body or shape, should just set to default surface internally
3 Months Ago
Don't submit package exceptions in the editor
3 Months Ago
Stash draft