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13,876 Commits over 1,552 Days - 0.37cph!

7 Months Ago
Remove Log.Info from SceneCubemap
7 Months Ago
How did this end up here
7 Months Ago
Only do SceneCubemap.RenderDirty() when it actually updates rather than every frame Only clear up light count instead of also envmap count on AllocateLights()
7 Months Ago
Clear interpolation properly and don't apply new interpolation if transform update received over network with clear interpolation flag Another minor fix
7 Months Ago
SceneStats: include DynamicSceneObject render stats, lights/shadow stats
7 Months Ago
Remove Preferences.VoipVolume from voice component, handled through the mixer now
7 Months Ago
Add Voice.TargetMixer
7 Months Ago
Add SoundHandle.Loopback, use voice_loopback to determine (for local voice) Bounce talking party member Mic icon when chatting
7 Months Ago
Switch to ServerGarbageCollection (we'll want to benchmark this when we have benchmarks) Multiple threads to handle garbage collection, utilizing all available CPU cores. Better performance in multi-core environments. Reduced latency due to parallel processing.
7 Months Ago
Add Sound.UncompressVoiceData Make Friend comparable Basic party voice chat
7 Months Ago
Make voip_volume a convar so it gets saved
7 Months Ago
Use VoipVolume setting as a multiplier for voice component volume
7 Months Ago
Change Voice.ShouldExclude to Voice.ExcludeFilter to provide the connection filter list at once, this is easier to implement
7 Months Ago
Add ShouldExclude override to voice component to allow team voice chat etc
7 Months Ago
Only set console widget instance for main editor window
7 Months Ago
Report GpuFrametime in PerformanceStats
7 Months Ago
Fix restitution not combining
7 Months Ago
Flush network updates before send RPCs (#1594) * Flush network updates before send RPCs * Keep track of potential pending network updates to flush for RPCs * Make sure to unregister for update after sending * Add some documentation
7 Months Ago
Don't keep sounds that failed to load around trying to mix forever (matches how old vmix mixer handles it) Fixes #1597
7 Months Ago
Add MapInstance.Bounds to get world bounds of the map
7 Months Ago
PartyRoom - run tick at set interval, cache owner Add Panel.ToggleClass Remove ButtonGroupConstructor Can change party title, capacity, public state
7 Months Ago
sound-in, sound-out will target UI mixer if there is one (resolves #5583)
7 Months Ago
Use a bone body cache in model physics, spending too much time asking native for the pairing every frame
7 Months Ago
Hightlight.RenderEffect: Use Scene.GetAllComponents instead of iterating every gameobject ( closes #1597 )
7 Months Ago
Fix enter/leave not updating chat box Add party_id to rich presence Add Connection.PartyId Add more CompileCodeArchive tests
7 Months Ago
Codegen should shit itself if you don't use a string literal from Cloud.Asset() methods Terrain: Add height blend settings, add per material height and normal strength, various other polishing Hide GameResource.ResourceVersion
7 Months Ago
Cowboy Hat LODs
7 Months Ago
TerrainMaterialList: Allow drops properly
7 Months Ago
Party chat on main menu
7 Months Ago
Editor post processing toggle closes #1587
7 Months Ago
Colour grading changes, tonemapping in its own component (means color grading isn't 1 pass, but that's easier to do later compared to splitting up components) Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
7 Months Ago
Fix buffer overrun (80% confidence)
7 Months Ago
Clothing LODs Bandana, sleeveless jacket and fingerless gloves LODs
7 Months Ago
Add vertex bevel operation https://files.facepunch.com/layla/1b0311b1/sbox-dev_qwSFxWpceA.mp4
7 Months Ago
Fix model physics not setting gameobject tags
7 Months Ago
Hammer: Option for placing objects using bounds bottom as origin for when you want to disable it
7 Months Ago
SteamLobbySocket caches owner, calling SteamMatchmaking.GetLobbyOwner each tick had significant impact
7 Months Ago
Add SkinnedModelRenderer.UseAnimGraph, this will frequently be used to turn off animations on ragdolls without going through sceneobject
7 Months Ago
Fix model physics T posing for a frame on enabled and switching animgraph off, allows for smooth ragdoll transitions https://files.facepunch.com/layla/1b3011b1/sbox_K1lOWP0iir.mp4
7 Months Ago
FPArms: added basic throwable animations
7 Months Ago
ResourcesPage path widget directory is relative to the Assets directory
7 Months Ago
Expose Terrain size properties to settings sheet
7 Months Ago
Changed GameObject prefab deserialization to return promised GameResource, instead of failing and throwing, fixes a race condition where prefab resource hasn't loaded in time
7 Months Ago
First person arms: various updates to prefabs + new non-weapon_root-centric shared animations (for grenades)
7 Months Ago
Edge merge now supports 2 open edges from different meshes, meshes will be merged into one https://files.facepunch.com/layla/1b2811b1/sbox-dev_4CCaZjcxH9.mp4
7 Months Ago
First person arms: bring back the hold bones for non-weapon_root-centric setups
7 Months Ago
Add mesh merging (only 2 open edges from the same mesh for now)
7 Months Ago
New TerrainMaterial & TerrainStorage resources, rework creation of terrain, component custom editor, simple height blends and various QOL improvements New TerrainMaterial asset, can be used on multiple terrains, copied from other projects * Replaces TerrainData.TerrainLayer which used manual packed vtex files * Accepts source images for: albedo, normal, rough, ao, height * Compiles into 2 generated vtex_c * Contains other properties for metalness, uv scale, uv rotation * AssetPreview is used for editor UX too, instead of hacky shit before * TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo * Drag drop TerrainMaterial assets into Terrain component * Open for expansion to grass/clutter properties TerrainStorage * Replaces TerrainData & TerrainDataFile * Make use of IJsonConvert to avoid all the crazy crap I was doing before * Drag drop TerrainStorage asset into scene * JsonUpgrader for TerrainData -> TerrainStorage, resmaples ^2+1 heightmaps to just ^2 Terrain component editor: * Support creating or linking TerrainStorage if none is attached * Split settings into its own tab * Add heightmap resampling for non pow2 heightmaps * Add import splatmap * Terrain creation no longer forced through GameObject menu, remove Hide attribute from Terrain component. * Remove special terrain save logic from SceneEditorSession, use scene.saved editor event * Texture streaming works properly * Basic height blend * Disable specular on terrain
7 Months Ago
Reverse Scene isEditor constructor so GameObjectSystem constructor is aware of editor scenes
7 Months Ago
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