reposboxcancel

21,395 Commits over 1,552 Days - 0.57cph!

18 Days Ago
Tweak wording on External Changes dialog to make it more clear what the options are Only ever show one External Changes dialog for a scene
18 Days Ago
Bring back external changes detected dialog, move to interface event Assets added at runtime can be loaded into promises/missing resources again Move prefab instance reload logic out of ResourceLoader Clear selection when reloading SceneEditorSession
18 Days Ago
Fix overriding SSR with a black texture when it should be initialized with a translucent one
18 Days Ago
in Material.Lerp, normalize after lerping normals Include ReflectionTextureColor in all the layers @samzanemesis might wanna check this is the right thing to do build shaders
19 Days Ago
Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure
19 Days Ago
Move joint OnBreak action to breaking group
19 Days Ago
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
19 Days Ago
Add Joint.IsBroken Add Joint.StartBroken Add Joint.Unbreak() to activate the joint after breaking
19 Days Ago
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits Spring joint impulse checked against break limit seems to be negated?
19 Days Ago
Prevent Scene Editor from attempting to do FPS cam when holding right click in a 2D view
19 Days Ago
Use spheres so we only have to send a single list of vec4s over
19 Days Ago
Remove unused shit from lightbinner and make everything enums
19 Days Ago
Fix Gizmo.Control.Position returning true without it being dragged on
19 Days Ago
Update shaders
19 Days Ago
Initial
19 Days Ago
Grey out tool buttons when disabled Fix asset picker when selecting cloud maps
19 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Reenable MSAA fetching for SSAO compositing, don't use loops Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen GTAO temporal filter uses edge detection to filter out edge ghosting https://i.imgur.com/EzfclG7.mp4
19 Days Ago
Update rate tests
19 Days Ago
Trigger exit detection only checks if there's any contacts on triggers, not non triggers
19 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation) CSceneObject::GetCTransformUnaligned() Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
19 Days Ago
Revert 7e8268d0ca, it was causing issues when selecting every other GameObject node, I don't understand what it's trying to do 🙊
19 Days Ago
Refactor non polymesh navmesh data Initial link component Add navmesh links to tile cache
19 Days Ago
Disable Navmesh Warning "Could not build compact data" for now
19 Days Ago
Shader rebuild
19 Days Ago
Editor buttons desaturate when disabled/readonly
19 Days Ago
Add missing XeGTAO headers
19 Days Ago
Switch SSAO to use GTAO
20 Days Ago
Physics tool selects all rigidbodies in hierarchy
20 Days Ago
Expose MeshComponent.Model
20 Days Ago
Don't invoke ISceneCollisionEvents for trigger intersections
20 Days Ago
Update skinned renderers if they have physics bones
20 Days Ago
Improve handling of empty navmesh tiles Also improve editor auto update when world bounds change.
20 Days Ago
deserialize absolute game object flag, flags are deserialized selectively
20 Days Ago
Joints execute in editor, physics tool can manipulate physics in editor so joints should also work
20 Days Ago
Colliders without rigidbody are static in editor
20 Days Ago
Ao proxies removal (#1678) * 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 🫡 )
20 Days Ago
Navmesh only run heightfield generator cleanup in task Navmesh generator cleanup is sub 10 microseconds, so not worth it to dispatch a task, since task dispatch overhead would be higher than actual compute.
20 Days 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 🫡 )
20 Days Ago
Hook up Mixer.Solo
20 Days Ago
TextEntry: Prevent brief caret selection of placeholder text, fixes Facepunch/sbox-issues#7087 Tweak TextEntry selection behaviour to match modern browsers
20 Days Ago
Update Facepunch.ActionGraphs * Fix display info of constructor node result output Sort filtered node query by relevance https://files.facepunch.com/ziks/2024-12-02/sbox-dev_02cGbJAziV.png Make it easier to find constructors for Vector3 etc Applies to constructors that were already [ActionGraphNode]s Facepunch/sbox-issues#5624 Make node queries less strict https://files.facepunch.com/ziks/2024-12-02/sbox-dev_jj1QWkPK4U.mp4 Fixes Facepunch/sbox-issues#7024
20 Days Ago
Fix potential infinite loop in navmesh generation Fix navmesh geometry collection physicsworld NRE
20 Days Ago
Hook up Mixer.Mute
20 Days Ago
Fix NavmeshGeneration performance regression caused by 51c5e14 Navmesh generator cleanup now runs in parallel Heightfield span pools are no longer freed after a completed generator run, instead they are returned to the freelist and reused. Disposing of the generators now waits for all active generator tasks to terminate.
20 Days Ago
Stash all this PoC
20 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation) Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
21 Days Ago
Support SoundHandle.Stop fade time, add Fadeout curve to control fading
22 Days Ago
Fixed backward compat for Authority attribute when specifying NetPermission. Ensure networking is cleaned up after game leave so any last-chance RPCs can be sent.
22 Days Ago
Actually include stats from direct connection / dedicated server with net_debug on
22 Days Ago
Added Connection.GetStats support / implementation for non-lobby Steam connections. Can view net stats for connection to dedicated server or clients connected to dedicated server as well