userLorenz Junglascancel
reposboxcancel

324 Commits over 92 Days - 0.15cph!

3 Months Ago
Fix memory leak in navmesh builder
3 Months Ago
Add cylinder obstacle
3 Months Ago
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet Don't return components on objects that are IsDestroyed Humans: skinning updates VR: init g_pVrSystem before finishing material system setup VR: check for headset in PreInit() instead of Init() UI: Expose UI.WorldInput.Hovered inside WorldInput component Upgrade remaining old vmdl files so I can delete all this legacy model code Humans: more skinning updates & prefab changes Merge branch 'master' of sbox Add Distance and Falloff to Voice Transmitter izIsSoft changes VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks Fix clothing using the wrong skin Fix HasUnsavedChanges being sucked into GameResource GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC) Change prefab icon color Add GameObject.GetPrefab( string ) AssetBrowserLocation tracks location type (code, assets etc) Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic Asset Browser: Improve navigation outside of project tree Path widget only displays what can fit instead of freely growing, hide rest behind flyout Ignore calls to Scene.Parent.set Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing which they do - like when creating attachments Add GameObject constructor which takes a parent Expose PerChannel<T>.Get and Set Print a list of new items in console after check out Uninstanced prefabs (#1708) Can retrieve components and child gameobjects from uninstanced Prefabs Asset Browser: streamline navigation flow Asset location presentation tweaks, improved path handling Initial path widget width because it starting off small is so very annoying Fix NRE in PrefabFile.PostReload Fix NRE in CloudBrowser Fix warnings Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949 Can DrawInstanced a number of instances without uploading data Remove unused asset browser node type Fix some Gizmo functions drawing an obsolete vertex object instead of nothing When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing. They now correctly draw nothing if an empty Enumerable passed. Fix asset browser NRE, default location stomping cookied path Disable undo/redo menu buttons when there's no active editor session Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles() Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985 Merge branch 'master' into navmesh-dynamic-obstacles
3 Months Ago
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
3 Months Ago
Spread navmesh obstacle updates across multiple frames
3 Months Ago
Fix some Gizmo functions drawing an obsolete vertex object instead of nothing When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing. They now correctly draw nothing if an empty Enumerable passed.
3 Months Ago
Progress on tile caching & dynamic obstacles https://files.facepunch.com/lolleko/1b2111b1/sbox-dev_CQAKEpUbQk.mp4
3 Months Ago
FOV and distance culling for navmesh debug draw
3 Months Ago
Split up generation procedure into more functions Convert obstacles from World to NavSpace
3 Months Ago
Dispose of navmesh + heightfield generators Add native obstacle rasterization for box, cylinder and convex shapes
3 Months Ago
Split generator Into HeightField and NavMesh generator
3 Months Ago
Initial tile cache skeleton
3 Months Ago
Add recast/detour tile cache
3 Months Ago
Optimize navmesh geometry collection by fully utilizing the BVH of a physics mesh
3 Months Ago
Optimize navmesh generation by pooling generators (#1703) This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
3 Months Ago
Improve navmesh generator cleanip Reenable AssertNoGraphErrorsInScene test
3 Months Ago
Temporarily ignoring AssertNoGraphErrorsInScene
3 Months Ago
Bump verbosity for PR tests
3 Months Ago
Remove SyncTask
3 Months Ago
Optimize navmesh generation by pooling generators This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
3 Months Ago
Fixed regressions in CPhysicsShape::GetTriangulation Yeet the weird pointer iteration that fucked me 3 times by now.
3 Months Ago
Revert "Optimize navmesh generation by pooling generators 2.0" This reverts commit 54123afcdceb6e924eb14625985a3501f2d801e4.
3 Months Ago
Optimize navmesh generation by pooling generators 2.0 This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
3 Months Ago
Revert "Optimize navmesh generation by pooling generators" This reverts commit 263974a602d63b4b817b5561b9a010689859b01f. Until we can figure out why an unrelated test started failing.
3 Months Ago
Optimize navmesh generation by pooling generators This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
3 Months Ago
Optimize Memory Allocations in CPhysicsShape::GetTriangulation
3 Months Ago
Improved async behavior of navmesh tile generation
3 Months Ago
Expose initial API for navmesh tile(re)generation Expose NavMesh.GenerateTile( PhysicsWorld world, Vector3 worldPosition ) Expose NavMesh.GenerateTiles( PhysicsWorld world, BBox bounds )
3 Months Ago
Fix potential recast bug leading to stack smashing We are potentially affected by recastnavigation/recastnavigation/issues/687 To address this, I basically reverted recastnavigation/recastnavigation/commit/adcd4f472e8e08bd7f1db11b39f3394dc82ef869 which seems to be the most likely culprit for the issue. Contrary to the commit message in adcd4f4 which claims that the changes made are an optimization, reverting the changes had no measurable impact on performance. I am pushing the changes even though I am not certain they fix the issue, because the issue is only reproducible in our steam builds. In case this commit does not fix the issue, I will revert, and we need to keep digging.
3 Months Ago
Potentially fixed an invalid state during navmesh generation Also fixed a minor memory leak.
3 Months Ago
Fix vertex memory allocation for capsule and spheres in PhysiscsShape::Triangulation
3 Months Ago
Add missing await in Navigation test
3 Months Ago
Fix potential race condition in NavMesh initialization
3 Months Ago
NavMesh: Use RealTimeSince/RealtimeUntil for delays
3 Months Ago
Optimize Navmesh agent ground trace not to run every frame
3 Months Ago
Fix CPhysicsBody::FindClosestPointOnConvexShapes not working for Spheres and Capsules Resolves Facepunch/sbox-issues#6909
3 Months Ago
Initial Tiled Navmesh Generation (#1689) Goal for this PR is too match current NavMesh functionality, but instead of generating a single large tile, generate multiple smaller tiles instead. This fixes a couple of NavMesh issues, most of them related to nav generation for large maps. Pathing should also improve slightly, since the NavMesh now broken up into smaller polygons. This will be particular noticeable in maps with large empty space and only a few obstacles. The PR does not change the API and should only result in minor behavioral differences, caused by the generated NavMesh being slightly different. https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_w9mTXjsyWd.jpg
3 Months Ago
Ignore self in ground trace
3 Months Ago
Removed unused code
3 Months Ago
Reduce memory allocations in PhysicsShape::GetTriangulation Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg) Merge pull request #1693 from Facepunch/optimize-physshape-triangulation-allocations Reduce memory allocations in PhysicsShape::GetTriangulation Support for @ key razor attribute, Facepunch/sbox-issues#4103 InteropGen: Add IsError to resources Model.IsError propertly detects when we're error.vmdl Applying clothing correctly detects invalid models Fix jeans using the wrong model location Fix settings apply button not working Fix storage page Fix menu missing material Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on Fix Popup Panels not closing when in game (but worked in menu) Sausage toggle Left the wrong model enabled Body Group Fix Human Bodygroup adjustments - Clothing fixes Service update Save/load avatar to/from the cloud .Clothing fixes Some changes to time sync. Seems to fix Facepunch/sbox-issues#6865 locally. Needs re-test. Fix popup being orphaned when clicked on Set in_editor ub richpresence when in editor Popup supports AboveCenter Stop making the popups red! Friends in footer, delete friends list Change notifications to a real popup Start putting the party system back together Some additional troublesome Vulkan layer disables Update documentation for methods in INetworkListener to indicate that they're only called for the host. Add net_fakelag ConVar. It's working for both Steam Networking Sockets and TCP / local instance. Can also be changed in the editor like this https://files.facepunch.com/conna/1b1211b1/sbox-dev_jpOfxVrwEr.mp4 Also commit this important file Rework triggers to check contact points instead of ref counted touches. Add ITriggerListener.OnTriggerEnter/Exit for game objects that contain multiple colliders Hide "available parties" Update clothing Add NETSDK1138 no nowarn Make writing clothing more deterministic When dressing, if we have a citizen model - but not a human model, make clothing invalid Switch from net7 to net9 * Update your Visual Studio to 17.12.0! Make EnableFootstepSounds on PlayerController work Add Distance/Falloff to music player Resolve Fixed Update Issues Resolves issue where Fixed Update would be called more times than it should be. Fixes issues such as in Marble Racer where if you had 500fps you'd move much faster than other players. Merge branch 'master' into navmesh-tiled Properly resolve merge conflict
3 Months Ago
Prefix debug methods and props with debug
3 Months Ago
NavMeshAgent improve ground detection trace In case our ground trace has multiple results pick the hit closest to the original navmesh position
3 Months Ago
Reduce nav agent foot trace radius and max trace height
3 Months Ago
Reduce memory allocations for navmesh debug draw
3 Months Ago
Fix CPhysicsShape::GetScale() to return the correct scale for MeshShapes
3 Months Ago
Fix CPhysicsShape::GetTriangulation() not respecting scale for mesh shapes when calculating triangulation
3 Months Ago
Add navmesh bodytype override During edit time (in editor) we change the type of dynamic physics bodys to static. However, for the navmesh generation we need to ignore this change and use the bodytype that will actually be used at game time. We can use this override to set the bodytype that should be used during navmesh generation.
3 Months Ago
Cleanup async code Properly reinitialize agents after navmesh is completely generated. Remove some Gizmo.Scopes
3 Months Ago
Fix deleted tiles being shown in debug draw Version the native tile data so we can discard outdated tile updates
3 Months Ago
Use correct lock for initializing navmesh Update navmesh bounds when world size changes in editor Get rid of navmesh locks