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10,432 Commits over 883 Days - 0.49cph!

6 Hours Ago
Hide Sandbox.Internal.Tests.CmdTest & AssetList event handlers (again & properly))
Today
Use NativeRenderingWidget
Update citizen_sfm.vmdl_c
Citizen/animgraph: added second pose to RPG holdtype. Blending between pose 1 and pose 2 changes the distance of the left hand grip
Today
Make node editor graph an interface Add shader graph game resource Keep node position up to date with node ui Hook up shader graph saving Don't open save dialog if we have an asset to save to Hook up shader graph open put graph nodes in dictionary, can't save nodes to game resources yet anyway so fuck it Add compiler ref System.Memory for tool addons Add simple asset type for shader graph Don't use game resource for shader graph, serialize json from graph asset instead Deserialize graph Add preview dock Add skybox and cubemap to preview Add background to graph view Delete selected nodes on delete key Remove connections of deleted nodes Delete selected connections too Fix ui hotload Undo redo system Add undo redo shortcuts Move node undo op Grid snap newly created nodes Undo ops for create/drop/change connection Don't perform undo redo if there's a pending redo Status text for undo redo options Title graph view to asset name Write graph file before registering it Don't open graph that is already open Clear undo stack on new or open graph Mark session as dirty when an undo op is pushed so title can be changed to show as edited Menu bar shortcuts Dirty session when performing undo or redo Allow input and output attributes to decide handle config type, property type is rarely going to be handle type Don't allow output connections to input of self Remove existing input connections, inputs can only have 1 connection Set node connection property when creating connection Rebuild graph connections from serialized node connections Reset input connection on remove Only set input property if it's node connection type Use node connection type for all node inputs Clear preview and drop target when rebuilding graph Clear connections on graph rebuild Don't serialize node properties that don't have setters First attempt at codegen from graph Time, cosine, multiply nodes Add toolbar to preview Add more toolbar options for main window Add properties dock to edit properties of nodes Hide node properties we dont want to see Add color node Dirty session when property values change Hook up preview primitive types Open asset picker for preview model Don't reconstruct new graph object on undo, just clear nodes and deserialize Save and load does full serialization, not just nodes, we may have settings we want to save Save preview model Rename NodeConnection to NodeInput and make it IValid Target graph properties when no node is selected Base class unary node because it's gonna be the same shit for each Abs node Add node types automatically Show compile errors in output Copy error to clipboard Add menu option to focus node with error Selecting error selects node Center on selected error node Use orbit cam for preview, makes more sense Open context menu after dragging an unconnected wire Some cleanup Use default a and b values for binary nodes when input isn't valid Cut down on file reading in CreateFromVfxFile so eventually it can be created from memory Rename vfx create functions to make more sense Write generated shader to temp dir Don't generate code if graph compiler has errors Run shader compiler process for generated shader Write generated shader to bullshit placeholder resource for now Make color node use color property Make color node use color property Add lerp node Add lerp node Don't serialize NodeInput.IsValid Log program type when spewing shader stats so I can see what's what Remove all dynamic shader compiling code, we don't use it and it's over complicating everything Remove all dynamic shader compiling code, we don't use it and it's over complicating everything CVfx cleanup Hacky dynamic shader compile test Start vfxc process to compile single shader we need to update preview, output bytecode to temp dir Replace render shader from bytecode Change preview material while shader is compiling Only recompile shader if generated code has changed Remove shader compile dll loading from material system again, no longer needed Add -fast cmd line option to vfxc to disable optimizations Add recent files to file menu Recompile shader after compile has finished if we're pending a compile so preview is always up to date Write generated shader next to shader graph on save until we can safely generate shader resource from temp dir Add compile timings Don't read and mask shader file twice in vfxc Don't include material inputs in shader template Don't include material inputs in shader template Remake dev sphere Clear cached generated code on new or open Only add existing files that exist Add saved file to recent files Only write generated shader to tempdir before invoking compile so we don't stomp on it while compiling Remove hlsl output tolower all recent file paths Draw spinning circle to show when preview shader is compiling Texture node Generate code for textures Cleanup template shader and material used in shader editor Set toolView attribute so depth prepass gets disabled (wireframe doesn't render correctly with depth prepass enabled) Optional texcoords on texture node Add Vector2 node Add console tab for convenience Add sampler properties to texture node Serialize other properties of graph, handle node serialization separately Reset properties target when there's a new graph Fill out shader description from graph Add texcoord node Display g_flTime in properties Some more unary nodes Add dock restoring Use a more detailed cubemap and skybox Serialize compiled shader info to temp dir Recreate static combo data from serialized compiled shader info Plug texture filter into generated code to test preview updating Ask vfxc to output compiled shader info instead of bytecode Create connection to new node when created through drag + context menu Add undo history ui Don't apply same undo level Add filter edit to node context menu and sort into category submenus Give nodes better categories Sort by category Prompt user to save when trying to create new or opening new graph while current graph has unsaved changes Prompt save when opening from recent files also
Today
Fix net write writing 0 for null entities, -1 is null, 0 is world entity Particle networking writes entity directly, null entity should be networked properly now
Today
Move particle creation and set particle control to managed global rpc Particle destroy rpc Implement rpc for every particle function Remove particle protobufs Remove prediction logs
Today
Unit tests for project templates (#784) * Fixes compile errors in our extension & tool templates * Updates Sandbox.Test csproj to copy over templates and base code needed for compiling games * Added unit tests that fail if game/tool/extension templates do not compile
Today
Entity prefabs - orgs/sboxgame/discussions/2857
Today
Add Inspector with an Open In Editor button to avoid confusion
Today
Take Prefab and PrefabGuid from IComponent Hide Entity.Prefab, PrefabRoot, PrefabGuid Rename `EntityPrefab` to `Prefab` Make new Entity.CreateByName with constructor internal Fix "prefab" to "entity" change `[Prefab.Class]` to `[Prefab]`
Today
trolley -revised 'canal' skin for trolley -fixed missing skin on body and flap gib Merge branch 'master' of sbox
Today
Component type popup selector
Today
Fix TreeView invalidation Remove debug text Fix clothing icon preview
Today
Post process when compiling, register dependant resources
Today
Reproject position correctly on 2 pass denoiser
Today
Revert risky changes to how we json serialize Resources Remove debug Moved GameResource compiler to C#, cleaned up how we load Json from GameResource assets, saves GameResource files are just json instead of keyvalues
Today
Fix compile error
Today
Add DockManager.Clear() - to clear and reset to default values Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor Update cached resource value when saving to disk/memory Add Namespace, FullName to TypeDescription ComboBox correctly changes the CurrentIndex when changing CurrentText Made DockWindow.CreateDynamicViewMenu public Make PropertySheet.AddProperty public Fix crash in ToolWindowManager.Clear Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added EntityPrefab GameResource EntityPrefab tool addon Mark Model as a EntityPrefab.Property Can define csproj name in project settings Don't save package in addons..js Add EntityPrefabEditor not as an addon Re-organize addon Model preview, entity positions Set local positions when spawning Add BBox.AddBBox Zoom out to focus on all of the sceneobjects Fix backwards compatibilty Support Entity Tags Added SceneObject Model setter Transform.ToWorld & ToLocal use Scale, added tests Transform.ToWorld/ToLocal takes scale into account when transforming position Indicate save status Entity copy/paste Fix wrong name in def file Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic Fix entity guids not serializing Debounce the change function Add Entity.Prefab, PrefabRoot,, PrefabGuid Add extensions Fix regular c++ tools not opening Fix treeview selection stopping short Clean up entity node Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4 Don't create these unless we need them Only return valid sceneobjects Keep tree in sync with the scene Highlight renderer Add some api comments on tracing Add TypeDescription.HasAttribute Classes that can be used as prefabs need to be marked with an attribute Can add/remove components Component spawning/updating in game Can select by clicking in the sceneview Set up scene object tracing ready to be filtered by tags Add SceneCamera.GetRay Better selection highlighting Allow AnimatedEntity in prefabs Parent bone support https://files.facepunch.com/garry/21267638-261b-411f-a614-7e33d9edeb6b.jpg Support tags in scene world tracing Let us control when entity spawn queue is run from c# (internally) Move name, position, rotation, scale, tags into Keys Make keys a dictionary Add PrefabLibrary Convert TraceResult fields to properties SceneSunLight inits shadow cascades to sensible defaults Add SceneSunLight.ShadowCascadeCount, SetShadowCascadeResolution, SetShadowCascadeDistance Increase sun shadow max cascades from 2 to 4 Use SceneSunLight Remove debug Add LineEdit.ForwardNavigationEvents Better entity selector Add Model.Bones Show bones in prefab editor tree Use NativeRenderingWidget to render scenes to widgets rather than trying to allow any widget to do it for no reason Improve flexibility of drag and drop system in editor BaseItemWidget, TreeView, TreeNode support drag and drop Rename all the Drag Drop events to start with OnDrag Can drag drop entity nodes to reparent Fix paint should no longer be called spam Add TreeNode.Parent Can't drag entity node onto its own descendant Fixed FloatProperty slider not working if textarea focused Remove line edit precision changing when focused (this is horrible ux) Refresh entity node when model changes Bones in the tree is bad, lets not repeat that mistake Move SelectionWindow to own file Can delete nodes using delete key Attachment selection https://files.facepunch.com/garry/8ea8230f-b594-4f0a-b00c-c5f789560b35.mp4 PrefabLibrary update to _attachment and bonemerge support Clean up SelectionDialog + move to tool base Select current entity / bone in entity/bone dialog Initialize SceneCamera with a field of view Don't return infinity from SphereCameraDistance Lerp auto camera distance Fix bones/cloth going crazy when switching models on SceneObject UndoSystem Implement undo system
Today
Fix 4 layer blend causing crashes again
Yesterday
Citizen/animgraph: updated RPG standing aim matrix & various look chains
Yesterday
Fix compile errors in extension & tool template Add unit tests for compiling project templates
Yesterday
ModelDoc: Render break piece models to make it easier to offset them https://files.facepunch.com/layla/1b0211b1/sbox-dev_yJRscNkzfJ.mp4
Yesterday
Denoise in a separate step
Yesterday
Render Tags (#758) * Initial commit / backup * Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one * remove unused HasTag overload * Support "world" tag to render only or exclude static objects and hammer geometry * Typo * Include/exclude sunlight and other lights according to set tags * Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights * Let's respect the camera's exclude / render tags in HighlightRenderer * Add tag checks in DrawSceneObject too * Remove unused GetTags overload * Remove unused * ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags * GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag * Only ITagSet is a public interface, hide everything else away * Fix sillyness * Tags property Add cache for lobby member counts - should stop it taking up a bunch of frame time Add Saved Game styling for new lobby Merge branch 'master' of github.com:Facepunch/sbox Get rid of "generic" tag from DamageInfo.Generic - it's not really needed and didn't match its summary Menu: Scheduled Events (#750) - Added events widget to main menu based on data from https://asset.party Use DateTimeOffset instead of DateTime, fixed NiceTime returning the wrong plurals Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning Initialize using hostfxr, Interop is c# dominant Fetch news dynamically on the main menu Add install script Make error nicer Use nethost to locate the dotnet installation Upload symbols last Update ci.yml Fix party lobby invites failing because lobby metadata doesn't initially exist for private lobbies. Fetch, add to queue and process invite on SteamMatchmaking_OnLobbyDataChanged Prioritize game lobby invitation if it exists, listen to gamelobby.invite event and show menu overlay Fixed incorrect arguments for gamelobby.invite When joining from a gamelobby invite, navigate to /lobby/front Social: Fixed newest chat overlay message showing the wrong message, or no data at all Remove OpenGL only IVfx::GetDriverInfo() Remove few remaining referenecs to vfx_dx9 and vfx_gl Remove GLSL and HLSL3 from the HLSL annotation parser Delete vfx_gl vfx_dx9 files Don't need per vfx generated antlr code or intermediate dirs vfx cleanup, get rid of vmpi from vfxc and other shit Restore coreclr AMSI patch with new hostfxr init Fixed particles not going to sleep properly Now happens after the 10 second delay of not rendering like expected Setting a control point on a particle system wakes it up Fixes rain particles not returning after staying outside a precipitation volume for 10+ seconds. Do not error when precipitation volume entity is given empty particle paths Stop looping sounds on destruction of the sound entities snd_event_alignedbox and snd_event_point specifically Citizen/animgraph: some readability clean-up (node names, comments...) Events Widget displays all events, can click through them https://files.facepunch.com/devultj/1b3011b1/sbox_hkJZYAZrYP.mp4 Don't mount local map projects when running the packaged version Request lobby data of advertised lobbies in chat so they stop appearing untilted Oops, Refresh was renamed RefreshData sometime today Added failing test for hotloading constructed generic MethodInfos Fixed hotloading generic MethodInfos Added extra test for MethodInfos with generic declaring types Added more delegate hotloading tests, one failing Fixed hotload case with lambdas in generic declaring type Fixes #759 Update shader builder Can pick through most recent blogs https://files.facepunch.com/devultj/1b3111b1/sbox_98oV9HjC2J.mp4 ModelDoc: Copy bone merged flexes from parent Attempt to fix 1D blendspace not syncing properly when children aren't looping and have different playback speeds https://files.facepunch.com/layla/1b3111b1/sbox-dev_rq4MMzHzRQ.mp4 Documentation pass Internalize some methods EntityComponent.ResetComponentId ScreenEffects.VignetteSettings.Apply Remove pointless IEntity overrides in Entity So that Entity can get IEntity's docs without extra work Added way to ignore assemblies by name in hotloads Ignore Sandbox.Tools during client / server / menu hotloads Fixes #765 Settings menu improvements (#770) * ButtonGroup can hold a value and treated as a form option * Switch Video Mode, VSync, Anti-Aliasing, Texture Filtering, and Game Language from DropDown to ButtonGroup * Each settings page has its own Restore Default/Cancel/Save Changes button * Fixed Save Changes button not highlighting when things are changed * Implement Restore Default action for all settings * Added .is-label to Glass styles, used it for settings labels * Stage keybind changes and only applied after pressing Save Changes Revert 1D blend changes - it's fucked Fix remainder of debug vis on Material API shaders Recompile blendable with debug vis support https://i.imgur.com/KcF0ZV0.png Cleanup high quality reflections shader Add AMD SSSR, pixel.raytrace.hlsl Add some extra constants to PerViewConstantBuffer_t Iterate on SSR Iterate on SSR Iterate on SSR Use actual depth from projection rather than a depth sample for initial fetch Cleanup Allow option for downsampling it all in a single pass Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap Do mipped downsample of depth buffer for SSR, cleanup code more Trace through mipchain Do last frame copy for SSR Preliminary accumulation, composition and reprojection Iterate reconstruction and reprojection Just changing the view angles doesn't imply in confidence change, offset does Do reprojection with higher precision, use SDF refletions if confidence is low Better reconstruction and denoising Reproject from hit position Bigger reconstruction radius if confidence sucks, avoid fireflies Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr Finish reprojection, cleanup entire code, iterate on denoise Allow MSAA fetch from AddBlitTextureToTargetLayer Finish denoising and reprojection, only composite pixels that have really high confidence Fix AddBlitTextureToTargetLayer not clearing if target has different color mode than source Reenable Mip Chain, correctly generate mipmap chain for depth Really doesn't need a big number of samples when going through mipchain, tweak SDF trace roughness Redo TAA using luminance as confidence Do the inverse, accumulate samples from noisy areas Do TAA on hit confidence history Don't use scratch render targets for AO & Reflections, they don't give us a render target at the resolution we want, only the viewport, add FindOrCreateFrameBufferRT which is easier to work with instead, add denoising layer Add AddHighQualityReflectionsLayers to clean things up
Yesterday
Documentation pass Hide a bunch of protected methods (event callbacks) BindSystem.DoTick - BindSystem.Tick is public AssetBrowser.OnAssetSystemChanges and OnAssetContextMenu AssetList.Refresh, BuildAllIconsR, RecompileAllAssetsR, OnFbxFileAssetContext, OnAssetThumbChanged, OnAssetContextMenu_*, OnFolderContextMenu_*, OpenFolderContextMenu
Yesterday
Support for SceneCamera.Ortho
Yesterday
rendersystemvulkan: remove VK_EXT_debug_report completely to remove confusion with VK_EXT_debug_utils vfx_vulkan: serialize reflection info in compiled shader Update descriptor set bindings for HLSL -> SPIR-V
Yesterday
Fix bones/cloth going crazy when switching models on SceneObject UndoSystem Implement undo system
Yesterday
Set "lobby" presence so we don't unnecessarily check all lobby members, use FriendPopup for PartyDeck members
Yesterday
Add FriendPopup to friends list, fixed up some nuances with deciding when we can kick people, better checks for if we're in the same lobby https://files.facepunch.com/devultj/1b0211b1/sbox_jtzI4CwJMQ.png
Yesterday
FriendPopup: Added ability to kick from party / game lobby
Yesterday
Add Send Friend Request option to FriendPopup using OpenUserOverlay https://files.facepunch.com/devultj/1b0211b1/sbox_Z86mlIhxIK.png
Yesterday
Added FriendPopup component for interacting with users in menu, supports viewing profiles, invites/joins https://files.facepunch.com/devultj/1b0211b1/sbox_x5OUOTrHT7.png
Yesterday
ModelDoc: Add custom map option to lighting mode
Yesterday
Grab server owner from client list, display their name instead
Yesterday
Disable current game title textentry if we're not the server owner
Yesterday
Implement rpc for every particle function Remove particle protobufs Remove prediction logs
Yesterday
hlsl_parser: strip D3D9 const defs hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers rendersystemvulkan: add missing debug utils check initialize these hlsl string variables so dxc likes them fix vulkan shader errors vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess Use DXC shader names MainVs, MainPs etc in vulkan pipeline
Yesterday
Clean up SelectionDialog + move to tool base Select current entity / bone in entity/bone dialog Initialize SceneCamera with a field of view Don't return infinity from SphereCameraDistance Lerp auto camera distance
Yesterday
PrefabLibrary update to _attachment and bonemerge support
Yesterday
Refresh entity node when model changes Bones in the tree is bad, lets not repeat that mistake Move SelectionWindow to own file Can delete nodes using delete key Attachment selection https://files.facepunch.com/garry/8ea8230f-b594-4f0a-b00c-c5f789560b35.mp4
Yesterday
Fix paint should no longer be called spam Add TreeNode.Parent Can't drag entity node onto its own descendant Fixed FloatProperty slider not working if textarea focused Remove line edit precision changing when focused (this is horrible ux)
Yesterday
Rename all the Drag Drop events to start with OnDrag Can drag drop entity nodes to reparent
Yesterday
updated textures/materials Merge branch 'master' of sbox
Yesterday
Parallax offset should be in the pixel input, not vertex input
2 Days Ago
Citizen: fixed CrouchWalkLow_* animations' processing prefab contents being unintentionally disabled Merge branch 'master' of sbox
2 Days Ago
Added plastic_bucket_a
2 Days Ago
Citizen/animgraph: added standing aim matrix to RPG holdtype
2 Days Ago
Citizen/animgraph: added RPG holdtype + renamed "*_moving_* animations to "*_standing_moving_*" where appropriate