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21,393 Commits over 1,552 Days - 0.57cph!

11 Days Ago
Remove long unused shit from pixelinput and vertexinput and clean it up Convert world position to projected position on FinalizeVertex, don't like that these are opaque, let's see what we can do about it
11 Days Ago
Deleted test assets, added finished jacket, hat and trousers Skinning, and .clothing files Santa hat lods
11 Days Ago
Model attachments has a dispose, use it on model reload
11 Days Ago
Add CookieContainer.TryGet<T>
11 Days Ago
Object menu filters out prefab assets that don't have a source file - some old compiled hammer prefabs are hanging around?
11 Days Ago
SQRTRoughness was correct behavior for sampling envmaps Use multi-bounce ambient occlusion Feathering goes outer rather than center, allow to have inner (negative) feathering again, fixes light leaks in maps
11 Days Ago
Check for array before lists when creating serialized collection - Fixes array properties (Broken by 3882ec7)
11 Days Ago
Fix Convert to/Break from prefab not updating Inspector (#1731) Fixes sbox-issues/issues/6596
11 Days Ago
Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug
11 Days Ago
Scan for resource compilers on properties, try and compile images
11 Days Ago
Fix Convert to/Break from prefab not updating Inspector Fixes sbox-issues/issues/6596
11 Days Ago
Don't read file twice in managed compile when there's a IResourceCompiler
11 Days Ago
Explicitly BreakFromPrefab if __Prefab is not set Fix gameobject clone not setting __Prefab when cloning prefab instances
11 Days Ago
Remove LAYERFLAGS_NO_APP_TILING (did nothing) Remove r_kick_dependent_views_early Remove "VrMonitor" attribute, this might add bloom to ScenePanel - if thats something we dont want it should be exposed in a more explicit way OffscreenParticleView isn't a thing
11 Days Ago
Line renderer supports texturing, the same as trail renderers https://files.facepunch.com/layla/1b1111b1/sbox-dev_R9xJvUmOpI.mp4
11 Days Ago
Obsolete HostSync, add SyncFlag, add codeupgrader
12 Days Ago
Revert "Fix undo for convert to prefab" This reverts commit da0efcc866f95b30fb02a988989ca165da263779.
12 Days Ago
Fix LINQ Exception when different typed objects are selected for inspection Fixes sbox-issues/issues/7106
12 Days Ago
Humans: added CrouchWalk_E & CrouchWalk_W
12 Days Ago
Humans: disabled AO proxy nodes now that AO proxy support has been removed
12 Days Ago
Fix undo for convert to prefab Fixes sbox-issues/issues/7009 This only converts the prefab back to an independent GO. It does not undo the creation of the prefab asset and that's good, I don't think we should ever delete files via undo.
12 Days Ago
Fix undo when dropping a Material on to an object
12 Days Ago
Explicitly set fields/props to null when deserializing
12 Days Ago
Reject occluded objects, tweak gather & shader Quite conservative right now and not perfect
12 Days Ago
Fix duplicate def
12 Days Ago
Fix NRE in PrefabDropObject
12 Days Ago
Fix Send Buffer Buildup and Unreleased Message Bug (#1727)
12 Days Ago
Some comments for future ref on fixes
12 Days Ago
Restore SceneTree expanded objects after hotreload Fixes sbox-issues/issues/7146
12 Days Ago
Tweaks
12 Days Ago
Update help url Fix toolrenderlayers having wireframe inverted on every layer
12 Days Ago
Further tests
12 Days Ago
Fix undo when dragging assets into the scene Fixes sbox-issues/issues/6479
12 Days Ago
Change order, gather correctly, readback, count visible + culled objects
12 Days Ago
Release message fix test... larger max messages on recv to process many incoming messages. Try to keep max cluster size below typical MTU. Increase send buffer size.
12 Days Ago
Put human in avatar scene Fix human female zombie face
13 Days Ago
Citizen/animgraph: tweaked wish-based locomotion layers to account for the new usage of the skid layer
13 Days Ago
Santa Jacket models/materials
13 Days Ago
Hat model and textures, fur shadergraph and material
13 Days Ago
Make sure we're correctly registering a resource or promise from Asset.LoadGameResource, resolves Facepunch/sbox-issues#6952 Tick FileWatchers after compiling all assets on startup, resolves Facepunch/sbox-issues#6635 Remove unsued Update test packages Update cecil Update skia to 3.1 Clear cached material override on sceneobject when changing model so it can be set again - Fixes model renderer not applying material override on model change Fix compile warning Shaders Shader functions can specify storage class (static) and specify inline without erroring now Fix minor typo Added Multiedit support to TagSets. Resolves Facepunch/sbox-issues#6882 https://files.facepunch.com/CarsonKompon/2024/December/05_10-10-LividGallowaycow.mp4 Rename TagSetControlWidget file name to match class name Bindless shader API class Use custom Qt styling/preferences in Launcher as well Launcher: this is a sort not a filter so don't call it one Move DefaultProjectLocation from editor cookie to launcher cookie, since we stopped saving that at some point Fix project location label being squished Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive * Non templated version because sometimes your buffer will have various types * Usage flags can be combined now, e.g a buffer can be used as an IndexBuffer but also ByteAddress for compute shader * Added additional error checking, exposed readonly properties for count/size/usage * Added CodeUpgrader for ComputeBuffer -> GpuBuffer * Fix Terrain materials buffer overflowing its gpu buffer Fix ssao shader include Another fix what is this Add Graphics.Draw from GpuBuffer<T> vfx: remove unused HEADER { } carp vfx: remove GetDefaultBlock which is randomly not used for any but MODES block, default modes = just Default() everything else is too magic bullshit This seems bad Citizen: disabled AO proxy nodes now that AO proxy support has been removed Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive. Keep version, we'll use it in a different way Citizen/animgraph: flipped order of compositing operations in skidding to fix arms pose (wish_*-based flailing comes after addition) + rewrote and updated some comments around the graph Hair Updates Proper object.Equals overrides for AssetBrowser entries Asset browser: fixes for thumbnails not displaying/regenerating properly Make sure SoundEvent is compiled before we try to add sounds to it. Fixes Right Click MP3 -> Create Sound Event(s) Don't use absolute path when creating sounds from mp3s Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters Hair Updates AbsolutePath is required only for registering the asset Added Multiedit to RangedFloat (so you can edit all your sounds at once) AudioDistanceFloatProperties now support Multiedit ButtonControlWidget now supports Multiedit, will invoke the function on all selected Components GradientEditorWidget now supports Multiedit CurveControlWidget now supports Multiedit Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably) Fix collision events returning incorrect per triangle surfaces Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed Position editor tool only smooth moves rigidbodies that have motion enabled Dead cubemap rendering code Remove some unused code from src/common Delete public/assetrename Delete more from common Delete infectedwoundrenderdata Asset preview dmx Allow create model context menu item for fbx, obj, dmx Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used Pull latest changes from FP recastnavigation fork Among upstream recast changes this also includes a change to: Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys. This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK) Therefore, this is free accuracy improvement without perf or memory impact. Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109 Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100 Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097 Fix Gizmo.Control.Capsule (has it ever worked properly?) Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work Add Rigidbody.Sleeping Make joint gizmos less noisy Make component sheet readonly when using NotEditable component flag Auto populate model collider on awake if none are set Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4 Tools: Expose ScrollArea.MakeVisible( Vector3 ) Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982 Scroll back to the top when rebuilding InputPage Check mip sizes in Graphics.CopyTexture, not the texture size Remove nSrcMipLevels and nDstMipLevels from CopyTexture and CopyFromVolumeTexture, they're not used in vulkan. Obsolete Graphics.CopyTexture with srcMipLevels and dstMipLevels, use the one without Drop IL verification since we compile every assembly from source on clients now [interop] Don't create handle stuff in static functions Don't init VR if we're a console app Don't print vulkan device info if we're a console app Remove unused Unused Remove r_use_fullsort_for_opaque, we always depth prepass Add FillMode render state override on scene layers Remove this hidden dynamic objects stencil mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode Fix error when renaming uncompiled asset, fixes Facepunch/sbox-issues#7130 Renaming an asset in the Asset Browser immediately registers the new asset, fixes Facepunch/sbox-issues#7134 Added Multiedit support to Component Context Menu Prefab Variable button now shows when there's differences in a Multiedit https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4 Same thing with Nullable Button Treat base content paths as Asset-type locations Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe Hammer wireframe uses new state override and not ToolsWireframe Drop r_show_hipoly_draw_calls Remove ToolsWireframe mode Don't repeat the same thing 6 times to wireframe a layer Update developer help url Update animation Fix [ReadOnly] attribute not being applied to all property types ResourceControlWidget now looks like it's greyed out when disabled Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now Update playercontroller wish velocity values Fix scss `@import`s not including files with relative `../` paths in the file watcher Write some SCSS import Unit Tests and update existing ones to test more than just variables Forgot to save this file in VS 😳 Fix NRE when removing multiple components in context menu Merge branch 'master' into navmesh-links
13 Days Ago
13 Days Ago
Fix NRE when removing multiple components in context menu
13 Days Ago
Forgot to save this file in VS 😳
13 Days Ago
Fix scss `@import`s not including files with relative `../` paths in the file watcher Write some SCSS import Unit Tests and update existing ones to test more than just variables
13 Days Ago
Update playercontroller wish velocity values
13 Days Ago
Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now
13 Days Ago
Fix [ReadOnly] attribute not being applied to all property types ResourceControlWidget now looks like it's greyed out when disabled
13 Days Ago
Update animation
13 Days Ago
Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe Hammer wireframe uses new state override and not ToolsWireframe Drop r_show_hipoly_draw_calls Remove ToolsWireframe mode Don't repeat the same thing 6 times to wireframe a layer Update developer help url
13 Days Ago
Treat base content paths as Asset-type locations