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13,878 Commits over 1,552 Days - 0.37cph!

59 Days Ago
Store pages, checkout
59 Days Ago
Added Distance/Falloff to Sounds (#1682)
59 Days Ago
Mouse back/forward buttons in asset browser Clean up history logic a bit
59 Days Ago
Add scroll layout enter/exit events to ListView Asset browser: only render thumbnails for assets within visible scroll region, dequeue when culled Don't refresh whole browser content when a thumbnail is updated Just do a single thumbnail render per frame for now, feels less janky
59 Days Ago
Fade out items you don't own in avatar scene
60 Days Ago
Fix warning
60 Days Ago
Add "Go To Folder" in recents
60 Days Ago
Fix compiled asset filtering
60 Days Ago
Catch case when ResourceProperty has no asset
60 Days Ago
Steam inventory service
60 Days Ago
Use cloud asset type instead of file extension for filters in Cloud Browser. Resolves Facepunch/sbox-issues#6721
60 Days Ago
Long Folder names will wrap in Asset Browser icon view
60 Days Ago
Reorganise cloud browser sidebar, add type shortcuts Add count badge to cloud Installed node Fix qt exception when installing cloud assets Cloud browser: Update facet dropdown selection from actual value in query, avoid putting crap in the searchbar from sidebar shortcuts Cloud browser: Still show facet title when there's a selection
60 Days Ago
Fix crash in CModelStream::CopyValuesFromStream, assert out of bounds
60 Days Ago
Add failing hotload test, reproducing #1673 Stricter AreEquivalentTypes, fixes #1673
60 Days Ago
Fix asset context menus in native tools, resolves Facepunch/sbox-issues#6722
60 Days Ago
Add SteamItemDefinitionId to Clothing
2 Months Ago
Humans: fixed compile errors
2 Months Ago
Fix Folder Icons not being centered Added Folder Metadata window. Allows you to change folder Color/Icon and see additional information. Resolves Facepunch/sbox-issues#6705 https://files.facepunch.com/CarsonKompon/2024/October/28_13-38-MeagerIbizanhound.png
2 Months Ago
IsValid() wrapper for main asset browser instance
2 Months Ago
Fix path breadcrumbs not working outside of main asset browser
2 Months Ago
Citizen/animgraph: improved turn poses (and enabled them) as well as standing shuffle
2 Months Ago
Don't hide compiled assets if no source file is available
2 Months Ago
Re-implemented FilterAssetTypes in AssetBrowser and CloudBrowser. ResourceControlWidgets will now only show the selected resources Unify "Show In Explorer" icons in Asset Browser Don't show Games in the Cloud Browser. Don't include in type facet
2 Months Ago
Show 'open with' dialog if we can't open a file Set hammer material when selected (both in cloud and asset browsers) Moving selected facet dropdown entry fetches from current facet entries rather than copying
2 Months Ago
Don't show the menu path for custom assets' file type, just the title Add "Open File Location" shortcut for files in search results, meta locations etc. Tweak context menu icons.
2 Months Ago
Fix asset icons at 16x16, centre Use 16x16 icon for unknown files so that doesn't get cut off Pretty up file modified date, standardised w/ leading zeros so it's nicer in column view
2 Months Ago
Don't try add menu project if we're headless
2 Months Ago
Add flat view back
2 Months Ago
Use full paths for engine asset locations
2 Months Ago
Add 'copy absolute path' option Find root paths automatically instead of just using current project Show base, citizen, and core Better sidebar separation Hide cloud browser when not requested Limit file count for now, need pagination Docs
2 Months Ago
If we're headless, we should shut down SteamGameServer when disconnecting from network system Pass actual version into SteamGameServer init for version. Test server list cmd
2 Months Ago
Only try to filter by asset type if we have any filters on, fixes excluding most files from search
2 Months Ago
Show full file path in window status bar on hover again, resolves Facepunch/sbox-issues#6709
2 Months Ago
Update Dedicated Server bootstrap logs
2 Months Ago
Remove baked cubemaps code from Hammer Fix Hammer default layout. Also add Cloud Browser by default Fixes Facepunch/sbox-issues#6708
2 Months Ago
Dedicated Server (#1679) * Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host * Store Connection internal state if ConnectionInfo doesn't exist then we can just use that * Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server * For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All * Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host) * Serialize TargetMessage flags as byte * system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source. * Test logs * Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. * Remove this log * Remove unusued code * Add NetTransmission flag support when using SendMessage via Steam Sockets * Don't forget to add arg to header * Clearer docs here, only log warning if networking debug is enabled here * Some tidy up here * Reset local connection state to Unconnected when closing network system - some debug log for other machine * Close these connections * Remove this log * Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one. * Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake. * This bit isn't needed actually * Test boot back to main menu * Properly get when disconnected * Use CollectionExtensions properly * Fix test, re-add system member * Fix this state --------- Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
2 Months Ago
Fixed Facepunch/sbox-issues#6696
2 Months Ago
Always update the path widget even if it's not a real location
2 Months Ago
Fix asset browser not saving to cookies, bring back history cookie logic (this is all in the project cookie now too)
2 Months Ago
Remove mock GameObject/Prefab code from managed MapEntity Clean up Entity tool as you can no longer add/target games this way # Conflicts: # game/editor/Hammer/Code/Tools/EntityTool.cs # game/editor/Hammer/Code/Tools/EntityTool/EntitySelector.cs Remove Hammer EntityIO UI Remove unused complicated stuff from worldbuilder: point templates, some hardcoded ents, dioramas, ... remove nav markup volumes from fgd ActionGraph source location refactor
2 Months Ago
Save launcher cookies to it's own file Make sure launcher doesn't save editor cookies, they would stomped on close
2 Months Ago
Restore fix for dragging in installed cloud assets, resolves Facepunch/sbox-issues#6703
2 Months Ago
Add WithExtension(this string path, string ext) Refactor rename flyout in asset browser, add error flyout Fixed Facepunch/sbox-issues#6695 https://files.facepunch.com/ziks/2024-10-28/sbox-dev_do9WlbwLbF.mp4
2 Months Ago
Humans: remove animation-processing VMDL prefab instances living under currently disabled nodes, to work around issue #1681
2 Months Ago
Humans: added WalkFast_E + NE/SE (roughs)
2 Months Ago
Finish bone updates at end of update if transform has changed after updating bones
2 Months Ago
Revert, this is likely going to break threaded animation
2 Months Ago
Finish bone update on renderer transform change to ensure bones are up to date in situations where transform changes after animation update
2 Months Ago
Do not do a recursive destroy on mesh copies when loading fbx blend shapes, this seems to fuck up the original mesh it was copied from https://files.facepunch.com/layla/1b2711b1/sbox-dev_NPHzQrVaHv.png