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13,183 Commits over 1,522 Days - 0.36cph!

5 Months Ago
Add facepunch.hc1 to tests Restore obsolete Gizmo.HitBox.Model function signature to maintain compatibility
5 Months Ago
add support for multiple scene views, orthographic scene views, and configurable grid axis add keybind to cycle camera plane around selection refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie rework to single layout and splitter, disable new tab creation for now add support for per-widget toolbar actions save/restore sceneview layout move viewport/instance gizmo settings to EditorCookie from ProjectCookie move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore use active SceneOverlayWidget directly use a single toolmanager instance fix nudging remove some global gizmoinstance refs tuck camera alignment shortcuts away in camera menu maintain layout config when toggling viewport fullscreen remove log camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy add setting to lock scene camera rotation fix incorrectly sized gizmo hitboxes in ortho view replace remaining direct scene camera transform accessors tweak sprite gizmo hitbox scale in ortho views cleanup scene tick/draw flow with multiple viewports replace legacy global GizmoInstance snip unneeded multi-tab leftovers use state/gizmo settings for scene view control replace remaining ray length with Gizmo.RayDepth don't try to save scene-specific viewport config for untitled scenes use alternate check for IsUnderMouse move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports shift camera settings to EditorPreferences, simplify viewport options restore single EditorScene gizmo settings revert camera extension changes, fix pan and orbit zoom, tidy use hammer's linked splitters for uniform viewport resizing Misc fixes Move EnablePostProcessing from GizmoSettings to ViewportState Default each viewport to a unique perspective Misc post-scenetab fixes Hide skybox in 2d views Split scene view layout/viewport classes into separate files Tidy Use frustum RayDepth for terrain, hitbox traces Make 2d clipping less crap Use black background for 2d views We don't need to do this anymore Fix perpendicular rotation handles being unusable in ortho views Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks Use correct gizmo settings for dragdrop Use correct plane for 2d view drag drop Prevent map cookie from overriding 2d viewmode rotation Draw grid on top in 2d views Merge branch 'master' into hackweek-multi-scene-view Add Widget.GetAncestor<T> Move Grid, Scene toolbars to header bar, remove SceneViewToolbar Fix warnings HeaderBar switch layout Tweak viewport menu, so you can see the checkboxes Merge pull request #1582 from Facepunch/hackweek-multi-scene-view Multi-viewport and Ortho Scene views
5 Months Ago
Joint component can find physics body on bone objects https://files.facepunch.com/layla/1b1811b1/sbox-dev_dmPchGQpY7.mp4
5 Months Ago
Add try catch to OnCreateObject so users can't fuck up the map loading
5 Months Ago
Fix ObjectEntry transform
5 Months Ago
Fix bone objects not being created, don't need this check here
5 Months Ago
Just run FinishBoneUpdate here instead of progressing animation
5 Months Ago
Initial bone merge to the root merge target Skinned renderer updates scene model and bone objects on Model change or CreateBoneObjects change - Fixes bone objects not having their transform set when trying to parent an object directly after creating the component
5 Months Ago
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5 Months Ago
Cache ObjectEntry keyvalues so we're not having to call into managed every time
5 Months Ago
ModelRenderer: Remove OnPreRender again, if this was hacking around something fix the root cause Replace AudioListener.OnPreRender Optimize NativeResourceCache.Tick() - was taking up to 0.25ms some frames
5 Months Ago
Add MapInstance.OnCreateObject to give users a chance to implement map objects that are unimplemented
5 Months Ago
Add [Range( 1, ... )] to Camera.ZNear and Camera.ZFar, update docs. Seen a couple 0.01 inch znear cameras with insane z fighting today
5 Months Ago
VoiceManager: GetAvailableVoice before GetVoice, otherwise it's 0.1ms every frame (even when not speaking) Why would we need to set LightCookie to null on a destroyed light. Resolves Facepunch/sbox-issues#5664 Whitelist Delegate equality operators resolves Facepunch/sbox-issues#5658 Whitelist DependentHandle resolves Facepunch/sbox-issues#5660
5 Months Ago
Don't finish bone update for scene models with a parent, bone merge does all the work
5 Months Ago
Set Connection.Local.State to Connected in On_Handshake_Activate
5 Months Ago
Temporary RTs always have a UAV binding so you can use them with compute shaders SSAO: Use RenderTarget.GetTemporary instead of manual texture allocations
5 Months Ago
Screen Space Ambient Occlusion * Added Ambient Occlusion post processing camera component, can configure quality, intensity, sample radius. (Less options means we can do further improvements easily) * r_ssao_debug can be used to see the direct AO values * Added CameraComponent.AddHookAfterOpaque --------- Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
5 Months Ago
ActionGraph: Expose NeworkSpawn, some Connection members
5 Months Ago
Skinned renderer merges child descendants so everything gets merged to a root merge target https://files.facepunch.com/layla/1b1611b1/sbox-dev_aMH7Swm3RU.mp4 Fix prop trying to access gameobject of destroyed component when breaking into components
5 Months Ago
Animgraph: Fix aim matrix pitch not calculating correct weights
5 Months Ago
Animgraph: Add support for face direction parameters in mover node Animgraph: Add support for turn to face parameters in turn helper node
5 Months Ago
Teleport keyframed colliders when interpolation is cleared https://files.facepunch.com/layla/1b1611b1/sbox-dev_A3vzpv1ell.mp4
5 Months Ago
Unlink component game object at the end of destroy so component IsValid is false after destroying it
5 Months Ago
Fix skinned renderer not bone merging children if it's bone merged itself
5 Months Ago
Prop.CreateGibs returns the list of gibs
5 Months Ago
Drop object create and grid snap in one place instead of everywhere Add ParticleSystem.Bounds to get static bounds of the resource Add ParticleSystem.LoadAsync Add ParticleDropObject https://files.facepunch.com/layla/1b1511b1/sbox-dev_vLyJncgR0y.mp4
5 Months Ago
Citizen/animgraph: conversion of locomotion lean layer from hacky, '15%-of-a-big-overlaid-change' version to model-space additive — still needs tweaking
5 Months Ago
FPArms: genericized versions of new ironsight additive animations for the shared library
5 Months Ago
Fix skinned model renderers using incorrect bounds when switching from a model with bones to a model without bones - use rigid bounds type for boneless models
5 Months Ago
Add BBox + Sphere GetVolume() Call AudioProcessor.OnDestroy properly Make DspProcessor public Store and restore Mixer config when playing game in editor Update Processors in mixer UI to show enabled status catch and report exceptions when disposing GameObjectSystems Dsp tweaks
5 Months Ago
Fall back to UnknownStackLineHandler if file name is missing Fixes ILHotloaded method stack traces showing nothing at all
5 Months Ago
Make Gizmo.Control.BoundingBox much more visually simple Json Serialize Sphere properly (!) Gizmo.Control.BoundingBox - adjust depth bias so we can always touch the handles through geo This reverts
5 Months Ago
Expose NavAgent.Velocity setter
5 Months Ago
Expose Sphere Add ControlSheet.CreateLabel( SerializedProperty property ) Add [InlineEditor], which will make structs editable inline when applied to a property
5 Months Ago
Add Editor.FileSystem.Config Add string.GetFilenameSafe() Layouts are stored in game/config/editor/layout/ Add/Update default layout
5 Months Ago
sceneanimatableobject uses animation helper for models without animgraph too, fixes ragdolls without animgraph not working Don't create model physics in editor on model change, make sure physics is removed on destroy ModelDropObject creates game object at correct transform before adding any components, also fix grid snap on drop
5 Months Ago
When deserializing a GameObject create components in a try/catch and log an error if it fails. If no component could be created, add a missing component. Fixes not being able to open a prefab if there's an error in the constructor of a component. Closes Facepunch/sbox-issues#4397
5 Months Ago
Add Package.FileSize (MB) ( Closes Facepunch/sbox-issues#4908 )
5 Months Ago
Ignore packets from non-host until we're fully connected ( Fixes Facepunch/sbox-issues#1595 )
5 Months Ago
Add a small cache on Timings.Get Extra checks in ByteStream Where possible, cache DelegateFunctionPointer instead of calling GetFunctionPointerForDelegate every time Completely avoid DelegateFunctionPointer.Get in PhysicsTrace
5 Months Ago
Delete WorldPanel immediately OnDisabled, otherwise it will linger forever when play mode is stopped
5 Months Ago
Correct place for these SceneObject sealed overrides Clear all these ptrs first to be safe, seal some more shit
5 Months Ago
Add directional light and better cubemap to shadergraph preview
5 Months Ago
Seal all shader nodes that can be sealed
5 Months Ago
Move some base shadergraph code to base editor to allow tool libraries to create their own nodes
5 Months Ago
Fixed prefab scene bullshit Fixes sbox-issues/issues/5636 Fixes sbox-issues/issues/5635
5 Months Ago
Fix bytestream overflows (and add test) Make a bunch of stuff sealed
5 Months Ago
Fix SerializedPropertyProxy not forwarding TryGetAsObject, As (fixes sbox-issues/issues/5631)
5 Months Ago
Restore conversion from .object to .prefab Fix NRE in SceneWidget when scene is deleted Fix PrefabScene placeholder loading whole scene