branchsbox/mastercancel

13,182 Commits over 1,522 Days - 0.36cph!

4 Months Ago
LineEdit for creating new actions instead of having to edit the action afterwards https://files.facepunch.com/tony/1b0411b1/sbox-dev_duZ3bhoZdb.png
4 Months Ago
When adding an input action, add it to the final group, not "Other", less annoying
4 Months Ago
Don't need this shit now
4 Months Ago
Fix Depth::GetWorldPosition dividing by zero on skyboxes, pass epsilon to it use Depth::GetWorldPosition on Motion Blur, fix darkening/overbrightening of it based on sample count
4 Months Ago
Don't try to compile shaders that have missing source files
4 Months Ago
Add ListControlWidget handle context menu with duplicate option
4 Months Ago
Reverse Z (#1581) Every other modern engine uses a reversed depth buffer, Unity DX11+ UE4+ Godot It brings a massive improvement to depth buffer precision helping to prevent z-fighting and other depth precision issues. Source 2 has always had support for it but was not forced because of DX9. We should have turned this on long ago and will have to rip the band aid off at some point. It will break peoples custom shaders. The other ways their shaders would break that I'm unsure if we could provide compatability are rare: Interact with the depth buffer directly or through Depth::Get etc. Perform operations in clip space like gizmo_grid.shader does. I don't see why we'd ever change clip space direction again after this.
4 Months Ago
Add binds we'll need for sceneobject serialization Bind light desc so we can create a light directly from desc
4 Months Ago
Make sure any scene light properties ask native for their value so they can never go out of sync
4 Months Ago
Preview animgraph parameters on model preview https://files.facepunch.com/layla/1b0311b1/sbox-dev_orVYPmENxI.mp4
4 Months Ago
Fix GetParameterInt and GetParameterFloat not working for ANIMPARAM_ENUM
4 Months Ago
Fix Warnings
4 Months Ago
Package.Type.Gamemode becomes Package.Type.Game Can publish any asset, scene + prefab previewers Published assets can optionally include source files
4 Months Ago
Fix incorrect min max for int AnimParam Add option names to enum AnimParam
4 Months Ago
Restore Toggle Gizmos shortcut (not sure if this was done on purpose)
4 Months Ago
Add algorithmVersion to vtex crc if GGXCubeMapBlur Increment sky shader version, forces material rebuild, which forces a texture rebuild
4 Months Ago
Remove SceneFile.LastSaved, use existing hash check to check for external changes for scenes, much cleaner
4 Months Ago
Terrain can import splatmap from png, tga, jpg, psd
4 Months Ago
Simplify scene ref gizmos, fix leak when closing scene
4 Months Ago
Fix some files (.razor) not opening in code editor from compile status window
4 Months Ago
Hotload: Skip some System.Text.Json types
4 Months Ago
Dictionary control widgets can't be edited when readonly
4 Months Ago
Allow model inspector to preview animations https://files.facepunch.com/layla/1b0211b1/sbox-dev_fdrQka7PNG.mp4
4 Months Ago
Fix OnComponentUpdate / OnComponentFixedUpdate not running
4 Months Ago
Fixed Facepunch/sbox-issues#5752
4 Months Ago
Update Facepunch.ActionGraphs * Optimization when cloning * Nicer error messages with invalid pure methods (Facepunch/sbox-issues#5743)
4 Months Ago
Add basic support for using right CTRL/SHIFT keys for input actions, I didn't include RALT because my keyboard doesn't seem to work with it (resolves Facepunch/sbox-issues#5506)
4 Months Ago
ByteStream Rewrite (#1610) * Added failing ByteStream stress test * Rewrite ByteStream to use Span / ReadOnlySpan where possible
4 Months Ago
Start pending components before physics step - fixes physics step running before joints are created
4 Months Ago
Look for eligible types in ResourceControlWidget, so it works with inherited types (resolves Facepunch/sbox-issues#5609) https://files.facepunch.com/tony/1b0211b1/sbox-dev_YJS6hP69DC.png
4 Months Ago
GameObjectSystem metrics
4 Months Ago
Fix SoundEvent.GetNextSound random not using the full range of sounds
4 Months Ago
Fix NRE in Collider.RebuildImmediately
4 Months Ago
DynamicSceneObject can take vertex span instead of one at a time
4 Months Ago
Process particles in a GameSystem, all at the same time, to benefit from multithreading
4 Months Ago
Fix NRE in TeleportKeyframeBody
4 Months Ago
Remove left over log
4 Months Ago
Allow drag drop on ResourceControlWidget if the game resources are assignable
4 Months Ago
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4 Months Ago
Fix Component being decorated with IUpdateSubscriber, IFixedUpdateSubscriber (making it useless)
4 Months Ago
Add start and end loop points to sound meta
4 Months Ago
Don't do MakeNameUnique() if we have > 100 siblings, don't always create a hashset Lets cache TypeLibrary.GetTypes( t ) - and invalidate when things change - this significantly improves TypeLibrary performance
4 Months Ago
Completely remove the locking from Performance.Scope
4 Months Ago
Fix "Value cannot be null." when ControlWidget cannot be created for property
4 Months Ago
Benchmark fullscreen is borderless
4 Months Ago
Optimize performance scope to not lock, not create Use custom implementation of .HasFlag for mostly unnessecary optimization ( .Contains() ) Micro optimization, use RenderAttributes.SetComboEnum<T> instead of SetCombo (avoid boxing) Avoid creating a Func when getting friend state avoid creating an array when iterating CircularBuffer Fix player count in GameLobbyGroup Fix warnings This stops the creation of boxed steamids, somehow
4 Months Ago
Clearer exceptions
4 Months Ago
Ensure we properly network ownership changes during network orphaned actions
4 Months Ago
Enum and List control widgets can't be edited when readonly
4 Months Ago
Keep project loading stuff together and make sure we load initial collision rules after project settings file system is mounted (Fixes Facepunch/sbox-issues#5739)