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14,105 Commits over 1,583 Days - 0.37cph!

2 Years Ago
Saves Games MVP (#722) * Initial commit * Add support for SavedGames package meta using SavedGameSettings class * Start trying to show saved games in lobbies. Add simple project settings page * Add Metadata class (extend dictionary, add some methods so don't have to deal with JsonElement bs). * Add SavedGameCard, SavedGameRow and update SavedGames. Display them all. Move GetSavedGames to package(?) * Fixed paths * Simply page in project settings. Add map dependent option. * Automatically clear current saved game if selecting a different map * Update current map to one dictated by the current saved game * Add CachedSavedGame and GetSavedGame( string title ) * Invalidate cached saved games for a package when a game is saved * Some cleanup - don't cache (for now) * Use a file watcher and only update saved game file cache when a new one is added or removed * Remove unnecessary selection border * Clear current saved game selection when changing target gamemode * Auto update map lobby to saved game map if map dependent - alter SavedGames buildhash to rebuild if any saved game metadata changes * Rename * Early out of metadata is null (dont render) * Add MapPackage to condition * Auto update map when selecting Saved Game card regardless of if project is map dependent * Set correct map dependency value in saved games page at start * Automatically clear selected saved game if it is now invalid (version difference, doesnt exist) * Casing consistency * Some refactoring and allow lobby owner to specify a Target Saved Game Name in the Server Settings. Games can choose to use this hint when saving to decide on a save name * Fixed name * Auto format saved game file names * Use StringComparer.OrdinalIgnoreCase for Metadata class * Further refactor * Fix casing * SavedGame class. Merge .meta & .save. Remove option to set name of saved game in lobby. Other stuff. * Internal deserialize * Rename some methods to avoid confusion with the byte[] data * SetData methods that make sense * Throw an exception if trying to save a game with no data * Added SavedGame.Read and SavedGame.Write utility methods * Added SavedGame.GetFileName * Added SavedGame.Time (returns DateTime when it was last saved) * Remove unused using statements * Some PR changes
2 Years Ago
New Hair - Thinning Short https://files.facepunch.com/daniel/1b1311b1/sbox-dev_PNZGQk5dbc.jpg https://files.facepunch.com/daniel/1b1311b1/Photoshop_ibV1wI1aLn.jpg LODs to come asap
2 Years Ago
Citizen/animgraph: added Roll_N animation + graph implementation Speed controlled through a new, generic "speed_scale" float.
2 Years Ago
Fix tests to reflect new behaviour of parser
2 Years Ago
Citizen/animgraph: hooked up ledge grab idle/shimmies to "special_movement_states" enum (This may change later)
2 Years Ago
Citizen: aligned ledge animations so that the character is centered (ledge isn't at X=0) + added rough pull up animation
2 Years Ago
Improve Breakables handling of multi physbody entities
2 Years Ago
Skip over empty styleblocks Fix opening stylesheet location when seemingly not clicking the label Can toggle :hover etc in style editor
2 Years Ago
Recompile ui_text shader so it uses new scissoring, fixes them clipping badly with transforms
2 Years Ago
Citizen: raised the ledge animations to 150cm (59in)
2 Years Ago
Can edit styles in panel's inspector Try to fix "path must be absolute" exception
2 Years Ago
Fat gas cylinder texture tweaks Merge branch 'master' of sbox Trolley Trolley gibs, adding so bug can be fixed with physics Merge branch 'master' of sbox
2 Years Ago
New Standard T-shirt and Monobrow! Two pieces today, standard tshirt with a graphic T design, and a messy monobrow. https://files.facepunch.com/daniel/1b1211b1/Photoshop_HdLEdOAfPV.jpg
2 Years Ago
Glow.Material made into a property, get rid of the Error List warning
2 Years Ago
Fix tests
2 Years Ago
Fix Editor labels not having callbacks Can click stylesheet name in panel inspector to open it Provide filename for stylesheets defined in razor files
2 Years Ago
Clean up avatar html/scss, use glass styles
2 Years Ago
Citizen: added ledge grab idle pose + shimmy right/left animations
2 Years Ago
Fix edge vignietting on single pass gaussian blur
2 Years Ago
Stencil highlights (#701) * Initial work on stencil glows * Unbind SetStencilMode, not really needed, add clear with stencil support instead * Do custom blending to avoid overdraw and set render priority so outlines blend with eachother * Update shader * Bind pattern scroll scale to the shader and compile optimized shaer * Delete older highlight postprocess shader, actually bind clear with stencil support * Reduce number of iterations on thin lines * Remove pattern from being assignable in code, let it be done in material instead, * Use temporary depth-only rendertarget instead of clearing depth, there are effects that still depend on depth on screenspace postproecss stage, allow binding only depth * Remove standard shading code from highlight shader, doesn't need it at all * Put highlight shader on the same folder as highlightrenderer, put the old highlight shader on shaders folder so gamemodes that aren't updated don't break
2 Years Ago
Don't grab convars all the time for ServerInformation - do it properly in NetworkServer.FillInfo, so it's included in our manifest
2 Years Ago
Add ServerInformation.MaxPlayers, fixed ServerInformation.ServerTitle being incorrect on client.
2 Years Ago
updating materials/texture
2 Years Ago
Glass can now use any polygon shape https://files.facepunch.com/layla/1b1111b1/sbox_0025.mp4
2 Years Ago
Menu: Ignore #local in GameIcon, since we cache favourited packages, they were all returning as non-remote packages, and weren't able to be clicked to open their game front.
2 Years Ago
Animgraph: Add warning when using model that has no animations
2 Years Ago
Fix RenderTarget.GetTemporary not hashing properly, should fix UAV flag error
2 Years Ago
Store the filename and line number in StyleBlock Make PseudoClass available on IPanel Highlight panels with :hover in UI tree Hide a bunch of useless panel properties in inspector TabWidget can save its state Can see panel styles in inspector https://files.facepunch.com/garry/4a3983e5-f072-45ce-b746-b7b05234d8be.png
2 Years Ago
fat gas cylinder refined gibs Merge branch 'master' of sbox
2 Years Ago
Enable Yoga fixes for absolute position percentages not accounting for padding edges, and trailing column margin
2 Years Ago
Gas cylinder fat refreshed gas cylinder model and bug fix
2 Years Ago
Update yoga src to latest HEAD (adds gap support and some opt-in experimental fixes for making absolute positioning behave more like web) Get rid of old nuget yoga 1.5.0-pre1, replace with latest .net6 binary built from yoga#1207 Update yoga.vpc to build a DLL + build with /fp:precise otherwise the NaNs Yoga uses won't work Compile yoga with $NO_STANDARD_VALVE_CODE so we can use our yoga.dll in tests without tier0 dependency Fix Sandbox.UI.Test native dependency yoga.dll Yoga sanity unit test Fix Sandbox.UI.PositionMode not matching new YogaPositionType which has Static at the start now Might as well support `position: static` Default position is static and not relative, might break some ui where left/right/top/bottom have been misused w/o position: relative/absolute Hook up row-gap, column-gap and gap css properties Fix partydeck styles glass styles can use gap ! Delete yoga.dll now it's compiled Move Managed Tests to after native build - because we likely want some of the dlls to test Build native before managed Edited the wrong yaml Merge pull request #716 from Facepunch/update-yoga
2 Years Ago
New Clothing - Biker Jacket! https://files.facepunch.com/daniel/1b1011b1/sbox-dev_3rVxeZCbMB.jpg LODs and skinning adjustments coming ASAP
2 Years Ago
Ingame console doesn't use templates anymore GameSetting use razor Menu back to horizontal Servers Widget Games widget Don't lowercase texture path when loading (because http can be case sensitive!) Hotload textures in the menu properly Add MenuUtlity.OpenFolder NewsWidget Style tweaks Event widget Navbar cleanup PlayerWidget Navbar cleanup Clean main menu styles new & trending Refresh server list widget automatically Package list sidebar glass style Dirty check PanelNode properly Add TreeNode.SetChildren Sidebar can be bigger now If the razor @ref is the wrong type then ignore it Fixup partydeck Merge pull request #712 from Facepunch/main-menu-sucks Main menu sucks
2 Years Ago
Whitelist `System.Type.Equals( System.Type )` Whitelist compiler attributes required for C#11 required modifier Keep box-shadow within the original scissor so it doesn't overflow
2 Years Ago
ui test: transform rotated + border-radius scissor test ui: when rendering box-shadow never render under the box itself (using an inverse scissor rect) so transparent backgrounds look as they should before: https://files.facepunch.com/matt/1b0811b1/sbox_l0kQbIIJ1c.png after: https://files.facepunch.com/matt/1b0811b1/sbox_jVYco6DRg8.png
2 Years Ago
ui: scissor rects can have a transform matrix, scissor panels post transform position too - fixes lots of oddities with overflow: hidden and transforms before: https://files.facepunch.com/matt/1b0811b1/sbox_6te0egX6cg.png after: https://files.facepunch.com/matt/1b0811b1/sbox_BMeWLJ6w79.png
2 Years Ago
ui: add rounded corner scissoring (border-radius works with overflow: hidden) https://files.facepunch.com/matt/1b0811b1/sbox_gnbMdfYYuJ.png
2 Years Ago
Comment out unknown command or convar log Merge branch 'master' of github.com:Facepunch/sbox
2 Years Ago
Reload materials on shader resource reload
2 Years Ago
If switches are defined in command line, respect them when creating a ConVar
2 Years Ago
ClothingContainer.DressEntity disable trace and queries on clothing entities
2 Years Ago
Disable water reflections until Water rework, it's look slowly degraded over time to a point where it's looking worse than if on and taking too much frametime. We'll do it better.
2 Years Ago
UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Generate mips after resolving framebuffer Add blurred downsample shader Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿 Single pass downsample Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels Solve race condition on shader, do both axis sequentially Deprecate GenerateMipMaps Move mips generation stuff to Texture.Utils Cleanup Let's not break the API, don't use UAV if we don't expect to use Mips Move GenerateMips back to Graphics since we're in a render block Move MSAA methods to use MultisampleAmount enum reducing clutter, add summary of DownsampleMethods Merge pull request #699 from Facepunch/fast-blurs-2 Fast Blurs
2 Years Ago
Revert "Merge pull request #708 from Facepunch/complex-parallax" This reverts commit 1b03287d33734ebf700e0da2bde65e18fa70c84d, reversing changes made to 2cea20324dd76565c24de4a769a2b552f24c4fca.
2 Years Ago
Add Parallax Occlusion to complex Grabbed from #665 Add Sys( ALL ) for the time being Compiled shader Merge pull request #708 from Facepunch/complex-parallax Add parallax occlusion to complex
2 Years Ago
Fix node graph connections
2 Years Ago
Make sure symlink reload queue actually gets cleared, accidentally returned ref instead of ptr Reload symlinked resident resources after loading runtime packages too
2 Years Ago
Fix double alloc on GraphicsLine
2 Years Ago
New Hair - Mutton Chops https://files.facepunch.com/daniel/1b0511b1/sbox-dev_a12d0ndH7o.jpg Adding colour variations asap