reposboxcancel

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

13 Days Ago
Same thing with Nullable Button
13 Days Ago
Prefab Variable button now shows when there's differences in a Multiedit https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4
13 Days Ago
Added Multiedit support to Component Context Menu
13 Days Ago
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
13 Days Ago
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
13 Days Ago
Potential fix for 1683 - may be a scuffed way of doing it. Two instances of Sandbox.Game can exist - store members of Commands from both, invoke / set those members when ConVars change. Allows [ConVar] and [ConCmd] in Sandbox.Game to function properly when in a game
13 Days Ago
[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
13 Days Ago
Drop IL verification since we compile every assembly from source on clients now
14 Days Ago
Add namespace_name to antlr grammar so that we can do "type Class::Function()" definition instead of defining all in class itself, we should just let it accept any HLSL Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else
14 Days Ago
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
14 Days Ago
Check mip sizes in Graphics.CopyTexture, not the texture size
14 Days Ago
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
14 Days Ago
Remove unused args Run FinalizeCompile on feature too Unused Remove debug output
14 Days Ago
Fixed tired, pissed off logic
14 Days Ago
Move Worker_AddCompiledShader to CVfx Build feature data Call VfxSortProgramVariableArray
14 Days Ago
Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4
15 Days Ago
Auto populate model collider on awake if none are set
15 Days Ago
Make component sheet readonly when using NotEditable component flag
15 Days Ago
Make joint gizmos less noisy
15 Days Ago
Add Rigidbody.Sleeping
15 Days Ago
Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work
15 Days Ago
Fix Gizmo.Control.Capsule (has it ever worked properly?)
15 Days Ago
Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097
15 Days Ago
Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100
15 Days Ago
Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109
15 Days Ago
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.
15 Days Ago
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
15 Days Ago
Allow create model context menu item for fbx, obj, dmx
15 Days Ago
Asset preview dmx
15 Days Ago
Call WriteProgramToBuffer from c# Fix old compile routine crashing ByteStream WriteArray optional count Fix shader compile
15 Days Ago
Delete infectedwoundrenderdata
15 Days Ago
Delete more from common
15 Days Ago
Delete public/assetrename
15 Days Ago
Remove some unused code from src/common
15 Days Ago
Move VCS writing code to CVfx
15 Days Ago
Dead cubemap rendering code
15 Days Ago
Remove dead code Pass VfxCompiledShaderInfo_t straight into CVfxByteCodeManager
15 Days Ago
Fix warning
15 Days Ago
Expose navlink ConnectionRadius
16 Days Ago
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
16 Days Ago
Fix collision events returning incorrect per triangle surfaces
16 Days Ago
Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably)
16 Days Ago
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
16 Days Ago
Remove confusing, unused arguments
16 Days Ago
Hair Updates
16 Days Ago
Clean up Move g_pResourceCompilerSystem to engine, bind CUtlBuffer Add CResourceCompilerSystem::GenerateResourceBytes Add resilient retry to shader cache save Start shader writing
16 Days Ago
Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters
16 Days Ago
This makes more sense Gather objects Split logic into COcclusionCullingStandard
16 Days Ago
Don't use absolute path when creating sounds from mp3s
16 Days Ago
Copy over properties when bulk creating multiple nav links