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14,461 Commits over 1,614 Days - 0.37cph!

2 Months Ago
Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe Hammer wireframe uses new state override and not ToolsWireframe Drop r_show_hipoly_draw_calls Remove ToolsWireframe mode Don't repeat the same thing 6 times to wireframe a layer Update developer help url
2 Months Ago
Treat base content paths as Asset-type locations
2 Months Ago
Same thing with Nullable Button
2 Months Ago
Prefab Variable button now shows when there's differences in a Multiedit https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4
2 Months Ago
Added Multiedit support to Component Context Menu
2 Months Ago
Fix error when renaming uncompiled asset, fixes Facepunch/sbox-issues#7130 Renaming an asset in the Asset Browser immediately registers the new asset, fixes Facepunch/sbox-issues#7134
2 Months Ago
Remove r_use_fullsort_for_opaque, we always depth prepass Add FillMode render state override on scene layers Remove this hidden dynamic objects stencil mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode
2 Months Ago
[interop] Don't create handle stuff in static functions Don't init VR if we're a console app Don't print vulkan device info if we're a console app Remove unused Unused
2 Months Ago
Drop IL verification since we compile every assembly from source on clients now
2 Months Ago
Remove nSrcMipLevels and nDstMipLevels from CopyTexture and CopyFromVolumeTexture, they're not used in vulkan. Obsolete Graphics.CopyTexture with srcMipLevels and dstMipLevels, use the one without
2 Months Ago
Check mip sizes in Graphics.CopyTexture, not the texture size
2 Months Ago
Tools: Expose ScrollArea.MakeVisible( Vector3 ) Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982 Scroll back to the top when rebuilding InputPage
2 Months Ago
Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4
2 Months Ago
Auto populate model collider on awake if none are set
2 Months Ago
Make component sheet readonly when using NotEditable component flag
2 Months Ago
Make joint gizmos less noisy
2 Months Ago
Add Rigidbody.Sleeping
2 Months Ago
Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work
2 Months Ago
Fix Gizmo.Control.Capsule (has it ever worked properly?)
2 Months Ago
Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097
2 Months Ago
Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100
2 Months Ago
Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109
2 Months Ago
Pull latest changes from FP recastnavigation fork Among upstream recast changes this also includes a change to: Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys. This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK) Therefore, this is free accuracy improvement without perf or memory impact.
2 Months Ago
Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used
2 Months Ago
Allow create model context menu item for fbx, obj, dmx
2 Months Ago
Asset preview dmx
2 Months Ago
Delete infectedwoundrenderdata
2 Months Ago
Delete more from common
2 Months Ago
Delete public/assetrename
2 Months Ago
Remove some unused code from src/common
2 Months Ago
Dead cubemap rendering code
2 Months Ago
Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed Position editor tool only smooth moves rigidbodies that have motion enabled
2 Months Ago
Fix collision events returning incorrect per triangle surfaces
2 Months Ago
Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably)
2 Months Ago
AbsolutePath is required only for registering the asset Added Multiedit to RangedFloat (so you can edit all your sounds at once) AudioDistanceFloatProperties now support Multiedit ButtonControlWidget now supports Multiedit, will invoke the function on all selected Components GradientEditorWidget now supports Multiedit CurveControlWidget now supports Multiedit
2 Months Ago
Hair Updates
2 Months Ago
Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters
2 Months Ago
Don't use absolute path when creating sounds from mp3s
2 Months Ago
Make sure SoundEvent is compiled before we try to add sounds to it. Fixes Right Click MP3 -> Create Sound Event(s)
2 Months Ago
Proper object.Equals overrides for AssetBrowser entries Asset browser: fixes for thumbnails not displaying/regenerating properly
2 Months Ago
Hair Updates
2 Months Ago
Citizen/animgraph: flipped order of compositing operations in skidding to fix arms pose (wish_*-based flailing comes after addition) + rewrote and updated some comments around the graph
2 Months Ago
Keep version, we'll use it in a different way
2 Months Ago
Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive.
2 Months Ago
Citizen: disabled AO proxy nodes now that AO proxy support has been removed
2 Months Ago
vfx: remove unused HEADER { } carp vfx: remove GetDefaultBlock which is randomly not used for any but MODES block, default modes = just Default() everything else is too magic bullshit This seems bad
2 Months Ago
Add Graphics.Draw from GpuBuffer<T>
3 Months Ago
Another fix what is this
3 Months Ago
Fix ssao shader include
3 Months Ago
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive * Non templated version because sometimes your buffer will have various types * Usage flags can be combined now, e.g a buffer can be used as an IndexBuffer but also ByteAddress for compute shader * Added additional error checking, exposed readonly properties for count/size/usage * Added CodeUpgrader for ComputeBuffer -> GpuBuffer * Fix Terrain materials buffer overflowing its gpu buffer