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14,046 Commits over 1,583 Days - 0.37cph!

1 Year Ago
Remove references to vphysics2 Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
1 Year Ago
New Outfit Piece! - Hair Net https://files.facepunch.com/daniel/1b1111b1/sbox-dev_0eon8tFPlK.jpg Now you can dress up as a fry cook at a fast food restaurant. LODs coming asap!
1 Year Ago
Highlight asset list folder when selected Fix baseitemwidget drag hover and drag drop logic being backwards
1 Year Ago
Don't try to make Application.CursorPosition fractional (fixes not being able to click on stuff on another monitor) Add Application.CursorDelta to make having a smooth cursor delta easier with a highdpi monitor Use CursorDelta in SceneEditor first person camera
1 Year Ago
Fix error when dragging asset into its own folder
1 Year Ago
Gizmo Sprite shader Customised gizmo line shader
1 Year Ago
Don't try to set property in PropertyDescription if it doesn't have a setter
1 Year Ago
Maybe this will fix the matrix menu
1 Year Ago
Add CloudAsset.Install
1 Year Ago
GameResources can load private properties marked with [JsonInclude] Add GameResource.GetReferencedPackages()
1 Year Ago
New Outfit Piece!- Chef's Apron https://files.facepunch.com/daniel/1b1011b1/Screenshot%202023-10-09%20173401.png Lods and adjustments to skinning coming ASAP!
1 Year Ago
When saving a GameResource, also save a list of packages that were referenced FixResourceNames is unsued
1 Year Ago
Trace startpos fix Fix capsule trace StartPos
1 Year Ago
r_tiled_rendering_depth_cull: Better to flag it as FCVAR_NONE for now
1 Year Ago
Depth resolve vmat
1 Year Ago
Move specialized parts from renderpipeline into their own files, implement dynamic reflections into procedurallayerrender Add depth downsample layer, replace CVrComputeShaderRenderer with generic one Cleanup dynamic reflections layer Move depth downsample to it's own neat layer, use specialized depth resolve for another image format disable depth cull for tiled rendering while I figured why certain tool views can't resolve intermediary depth, temporarialy fixes lights and cubemaps on Scene editor Vulkan compile for depthresolve_cs Remove r_resolution_scale not referenced anywhere
1 Year Ago
FPArms: update shared sprint anim
1 Year Ago
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
1 Year Ago
Don't use file scoped classes for input action cells, ends up codegenning a really shit name for them and makes stack traces worse to read
1 Year Ago
Editor: Add inline text editing for input action name and group https://files.facepunch.com/tony/1b0911b1/sbox_Pa9V155XnL.mp4
1 Year Ago
Can get physics hull edges (for debug renderering) Can get triangles from physics mesh Add some faster line drawing functions to gizmo
1 Year Ago
FPArms: add sprinting anim to punching animgraph
1 Year Ago
FPArms: remove hold adjustment sequences from adjustment prefab
1 Year Ago
Start exposing CPhysAggregareData PhysicsGroupDescription can get a list of parts, and their parts Add Gizmo.Draw.LineCylinder (sucks) Add BodyPart.Transform
1 Year Ago
Add PhysGroup.Remove
1 Year Ago
PhysicsTrace supports Capsule trace
1 Year Ago
FPArms: added weaponless sprint animation & renamed existing shared run/sprint anims
1 Year Ago
Make physics trace operate identically to game trace, diagnosing bbox vs sphere https://files.facepunch.com/garry/477f5e8e-920d-4eea-977b-b1404b4a632e.mp4
1 Year Ago
PhysicsTrace.EndPoint fix
1 Year Ago
FPArms: added shared holster animation
1 Year Ago
Start the editor with the previous saved log level (e.g tracing stays on) Fix events not running on instances where they have events on the base and derived class
1 Year Ago
Add PhysicsWorld.Trace
1 Year Ago
Fix MeshTrace result not returning good defaults EndPosition is now the hit position if hit, non hits have endposition and distance set Delete the sceneobject RayTraceObject straigt away
1 Year Ago
Hang watchdog -> tools stall monitor Splash screen is stall monitor main thread window before editor opens
1 Year Ago
Don't remove an event instance - even if it's throwing errors
1 Year Ago
Event system unregister (#1291) * Rewrite event system to lift and sweep * Enroller calls unregister before hotload, register afterwards
1 Year Ago
Add PhysicsCallback class Add PhysicsShape.IsTrigger Handle IsTrigger in collisionfilter CollisionEvent callback stub implement > < operator overloads in TimeSince/TimeUntil
1 Year Ago
Move vphysics into engine2
1 Year Ago
Remove deprecated renderingpipeline stuff that was never even used
1 Year Ago
Snap angle works under 1.0
1 Year Ago
Add SerializedObject.OnPropertyChanged callback
1 Year Ago
Hammer: float snap angles and some more presets
1 Year Ago
Chefs hat LODs and adjustments to boxing boots
1 Year Ago
More safety in JsonSerializerOptionsUpgrader (#1287)
1 Year Ago
Fix asserts showing as errors in intellisense Delete loads of random shit from game Don't explicitly set MultiProcMaxCount, defaults to # logical processors (which is 96 on our build server) - compiles 15% faster locally for me
1 Year Ago
Add BBox,FromBoxes, BBox.FromPoints
1 Year Ago
Fix possible exception in ConcurrentDictionaryUpgrader (#1287)
1 Year Ago
Possible fix for first error in #1287 I couldn't repro, but it's possible some serialization was happening during a hotload to cause this.
1 Year Ago
Don't run Program.Main if package is local. The assumption is that they'll be using scene view so that's controlled by the editor. Allow provide message with Assert.NotNull, IsNull
1 Year Ago
Ignore sln, lutconfig, lutignore when publishing When can't find active package, print a list of packages that it can find