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10,985 Commits over 1,277 Days - 0.36cph!

Today
big scruffy beard adjustment
Today
hair texture adjustments for colour wheel
Today
Allow lipsync to be enabled on music player
Today
Add SoundHandle.LipSync to opt into lipsync processing https://files.facepunch.com/layla/1b2811b1/sbox-dev_WgcnqBpoUH.mp4
Today
Fix texture filtering inside ui_cssbox.shader Fix filtering in other UI shaders too
Today
Add SoundHandle.SampleRate
Today
CSS box shader - D_BORDER_IMAGE combo should be range 0..2 Fixes sbox-issues/issues/4874
Today
Removing shape from body will only remove contacts associated with the shape, not all contacts of the body
Use "unknown" key instead of "any" key I was using in testing
Today
Skip driver version check if running under proton
Today
Revert "HotloadManager disposes Hotload instance, was stopping assembly unloading" This reverts commit 1d83455903d1b9995c5680c933c49738ce22f149. Revert "LoadContext.Unload also unloads all it's IsolatedAssemblyContext" This reverts commit 672aabaadd48f649bf3c38068d4efe2e2c55780e.
Today
space outfit texture fixes
Today
HotloadManager disposes Hotload instance, was stopping assembly unloading Warn for older AMD GPU drivers too, 2.0.283 has a driver crash when child processes are opened
Hook back Preferences.ControllerLook(Yaw/Pitch)Speed for Input.AnalogLook when using a controller
Improve LoadGlyphTexture logic
Remove KeyGlyphLoader, supply all keyboard and mouse glyph files Let me know if I missed any buttons, I don't have a numpad on my keyboard so tag me!
Today
Avoid collection modified error in NetworkPrune (Fixes Facepunch/sbox-issues#5280)
Expose Input.TriggerVibration (using existing API), hook up SDL_GameControllerRumbleTriggers
Game Controllers using SDL2 (#1509)
Today
LoadContext.Unload also unloads all it's IsolatedAssemblyContext
Yesterday
Multi select move grid snaps handle pivot instead of each selection https://files.facepunch.com/layla/1b2711b1/sbox-dev_LEYJCm0K2B.mp4
Yesterday
Multi select rotates around gizmo handle pivot point https://files.facepunch.com/layla/1b2711b1/sbox-dev_WxhiXwtdBc.mp4
Yesterday
Use a fresh PackageLoader when loading new games - fixes Facepunch/sbox-issues#5219
Yesterday
CreateModelFromMeshFile uses modeldoc utils so it does automatic lods etc again
Yesterday
Add InitFromMesh to modeldoc utils - tries to automatically build document from mesh file SessionImportFromModel uses InitFromMesh
Yesterday
Prevent multiple OnEnable and OnDisable calls for people doing nonsensical things like reenabling parent gameobject in component OnEnable
Yesterday
New Outfit! - Space Suit https://files.facepunch.com/daniel/1b2711b1/Photoshop_ImaSTMln2y.png LODs and small skinning adjustments coming ASAP.
Yesterday
CVfxStackMachineBuilder::FindConstant case insensitive
Yesterday
SCSS: Don't apply animation styles before/after if fill mode is none sbox-issues/issues/5273
Yesterday
This should be engine internal, expose with EditorUtility Remove debug line
Yesterday
Regenerate project solution when compiler settings are changed - fixes Facepunch/sbox-issues#4801 Update spirv-reflect Fix spirv-reflect bug with output_vertices being stomped Validate geometry shaders [maxvertexcount] to not exceed limits - fixes Facepunch/sbox-issues#4738
2 Days Ago
ModelBuilder.WithLodDistance specifies the lod level the distance is for
3 Days Ago
Add PhysicsShape.Sphere and PhysicsShape.Capsule to get properties for these shape types
3 Days Ago
Mesh Editor: Add button to select all faces
3 Days Ago
Add PhysicsShape.Triangulate
3 Days Ago
MeshComponent sets scene object tags when they change
3 Days Ago
Input will tick before layout is computed on a newly created panel, so check null. Fixes Facepunch/sbox-issues#5268
3 Days Ago
SCSS: Implement rem and em https://files.facepunch.com/alexguthrie/1b2611b1/sbox-dev_f5t9eFrLSk.png
3 Days Ago
Remove dupe convars_save Api.GetAsync throws if status code not OK
3 Days Ago
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
3 Days Ago
Add IEnumerable<Type>.GetCommonBaseType() CanEdit.CreateEditorFor( Array ) uses the most common base type. Fixes Facepunch/sbox-issues#5233 About to show!
3 Days Ago
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
3 Days Ago
FindRenderStateInfo case insensitive Support pascal case filter enums
3 Days Ago
Fix NRE when running Game.Close in the editor Toggle play when running Game.Close in the editor
3 Days Ago
Set InputState.Ignore if game isn't being played
3 Days Ago
CMaterialSystem2::GetVfxPlatformType default to SPIRV
3 Days Ago
Fresh shaders
3 Days Ago
Remove HLSL/GLSL compatibility funcs Delete unused Gather4Red macros Use normal precise keyword Piss off Dx9Sampler What the fuck is SV_ScreenPosition, delete pre SM 4.0 semantics Unused tessellation macros vr_cubemap_fog include common_samplers Fuck these Front/BackFace macros Useless redefines
3 Days Ago
vfx_vulkan: actually fail if any of this validation fails, add another validation check for binding ids vfx_vulkan: improve error feedback Remove domain/hull shaders (they weren't working, Valve already deleted them, compute better)
4 Days Ago
vfx_vulkan: never disable optimizations, this was fucking spirv-reflect and the compile time difference is minuscule Don't have a different fastMode shader compile, it doesn't do anything now Matching register offset check in AddSamplerStateVariableToCommandBuffer, same as SetSamplerStateValueFromVariable (prevent oob write) Bind some default shader resources to prevent crashes, this stuff shouldn't be hit normally so warn/assert it's likely solved by a shader recompile otherwise yell at me