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13,873 Commits over 1,552 Days - 0.37cph!

6 Months Ago
Update fpxr.lib
6 Months Ago
Fix NRE when removing a element from a collection, resolves Facepunch/sbox-issues#5621 DictionaryControlWidget: fix not being able to create new dictionary element if the key hasn't been initialized
6 Months Ago
Add "Clear Console on Play" preference, resolves Facepunch/sbox-issues#5615
6 Months Ago
Fix shift click multi-select no longer working in viewport, resolves Facepunch/sbox-issues#5698
6 Months Ago
Fix NRE
6 Months Ago
Scale lod switch distances by scene object largest component scale so that lods work properly when things are scaled
6 Months Ago
ModelDoc: Report errors for missing prefab target files
6 Months Ago
Remove remains of CSoundEvent
6 Months Ago
Don't transform rigidbody physics on interp transform change (why are we calling this?) we only want to directly set physics body transform if someone directly changed the game object transform !! Move collider keyframe body move to fixed update
6 Months Ago
EditorPreferences.CameraZNear minimum range 1 please stop Resolves Facepunch/sbox-issues#5696 Box select works in ToolVis modes (ui_cssbox shader) Resolves Facepunch/sbox-issues#5699
6 Months Ago
FPArms: improved shared jump/airborne/land animations
6 Months Ago
Add Application.HoveredWidget Hide EngineOverlay if the game isn't visible Fix SceneViewport hasmouseinput logic
6 Months Ago
Add Transform.ForwardRay Fix editor not finding resources in libraries Add GameObject.Clone( prefabPath ) Add copy/paste by right clicking property labels Can set animgraph bool params using numbers GameEditorSession stores the session that spawned it Add SceneEditorSession.Resolve, GetParentSession Can right click properties in game session and apply their tweaked values to editor session
6 Months Ago
Scene view: proper icons for layout buttons Facepunch/sbox-issues#5676
6 Months Ago
OpenXR backend for VR (#1600)
6 Months Ago
Restore object de-select by clicking empty space, and not dragging, resolves Facepunch/sbox-issues#5680
6 Months Ago
Use camera frustum depth for dragdrop trace, fixes Facepunch/sbox-issues#5678
6 Months Ago
Warn when a FileSystemWatcher emits an error This can happen when the internal buffer is exceeded, causing changes to be dropped.
6 Months Ago
Increase/Decrease grid size shortcuts were the wrong way around Add grid axis selection in perspective viewport Shutdown Tools properly on launcher exit Add Close On Launch option to launcher fix debug compile Simplify how RecentScenes works Load editor MRU and tags after all assets have been imported Move Scene.Save to EditorSession.Save, update scene name/path on saveas, record asset as opened Loading a prefab in editor loads the cloud assets
6 Months Ago
Call TransformChanged() once again in InterpolateFixedUpdate Clear pending updates in SceneNetworkUpdate too Make sure we use TargetLocal in any transform changed callbacks called from within interpolation phase to fix physics bodies using wrong values. Add internal InterpolationWorld getter in GameTransform and use that in ModelRenderer OnTransformChanged for updating scene object position (fixes broken interp.)
6 Months Ago
PhysicsWorld.CollisionRules Refactor - Project Settings Small Network Files Support (#1604) * Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes * Do GetHashCode this way * Initialize CollisionRules * Handle small network files from different file systems this way? * Fix * Fix documentation * Reset config files * Kind of genericize SmallNetworkFiles - push / add / remove files from it externally - mount its MemoryFileSystem externally as well to desired file system * Fix - but obviously it can't be done this way it's absolutely awful * Add all files from network when mounting on client side * Method name update * Remove some duplication * Cleanup * Fix inverted condition * Unnecessary arg * ToHashCode * ReadWithFallback will return new T() if package is null too * Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically * Call ProjectSettings.Reset in ResetEnvironment * Clean up * Swap these
6 Months Ago
Animgraph: Log anim error when single frame node doesn't have a valid sequence
6 Months Ago
Scene view: Fix splitter state not restoring correctly, Add top/bottom layouts Facepunch/sbox-issues#5676
6 Months Ago
Fix NRE when setting border size to a %
6 Months Ago
Compiler.Watch: ignore /obj/
6 Months Ago
Trace changes to watched source locations Facepunch/sbox-issues#262 Facepunch/sbox-issues#5683
6 Months Ago
whoops a log
6 Months Ago
Set grid axis to XY plane when going into a 3d scene view
6 Months Ago
Add scene camera FOV to editor prefs window
6 Months Ago
Fix CSceneSystem::DownsampleTexture trying to make a 0 width/height mip
6 Months Ago
Add SceneCamera.ToWorld Do GizmoInstance ortho zoom around cursor, resolves Facepunch/sbox-issues#5674
6 Months Ago
Fixed ALT glyph having the wrong path, fixes Facepunch/sbox-issues#5622
6 Months Ago
Restore Show Gizmos (Shift+G), Toggle Grid (Ctrl+G) shortcuts
6 Months Ago
Yoga3 * Latest version (fixes, additions) * No longer relies on thirdparty facebook.yoga.dll * Uses our interop system (faster) * Much cleaner implementation
6 Months Ago
Recreate joint on body object change
6 Months Ago
Use a mass weighted global anchor for fixed joints, fixes welded ragdolls exploding. Add frequency and damping properties to fixed joint, set to sensible defaults so welded objects can't be pushed through collision as easily https://files.facepunch.com/layla/1b1911b1/sbox-dev_5YLdMnHrJJ.mp4
6 Months Ago
Add ModelPhysics.MotionEnabled - Enable to drive renderer from physics, disable to drive physics from renderer https://files.facepunch.com/layla/1b1911b1/sbox-dev_nyGhlgasUl.mp4
6 Months Ago
Skinned renderer builds bone hierarchy before scene model is created
6 Months Ago
Joint goes up the bone hierarchy to find a physics bone (ex: leg_glute_helper_L will use physics bone leg_lower_L) this should simplify when we have a better relationship between bones and physics
6 Months Ago
Add scene viewport view mode option
6 Months Ago
Add facepunch.hc1 to tests Restore obsolete Gizmo.HitBox.Model function signature to maintain compatibility
6 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
6 Months Ago
Joint component can find physics body on bone objects https://files.facepunch.com/layla/1b1811b1/sbox-dev_dmPchGQpY7.mp4
6 Months Ago
Add try catch to OnCreateObject so users can't fuck up the map loading
6 Months Ago
Fix ObjectEntry transform
6 Months Ago
Fix bone objects not being created, don't need this check here
6 Months Ago
Just run FinishBoneUpdate here instead of progressing animation
6 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
6 Months Ago
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6 Months Ago
Cache ObjectEntry keyvalues so we're not having to call into managed every time