240,767 Commits over 3,867 Days - 2.59cph!

12 Months Ago
Rewrite component type selector to support selection categories, animated traversal https://files.facepunch.com/tony/1b1511b1/sbox_86bKULbb2X.mp4
12 Months Ago
Moved tiled rendering buffers to lightbinner, where it should belong Remove members that have long been deprecated, start adding support for structured buffer lights Move all cbuffer stuff to legacy, standard will only have structured buffer path Start implementing structured buffer lights data structure Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now Remove bMixed from LightEntry, it's complete bullshit, let static lights render only dynamic objects when doing shadows Unified shadow casting, map indexed lights so we can fetch them easily and without needing to order sequentially, remove more deprecated stuff Get rid of lightbinner_legacy completely Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader Remove CSunLightManager, used for old pre-hlvr sun rendering, a lot of code that's only used for dynamic sunlight different to everything else in light rendering Remove more unused parameters from lightbinner Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight Lightcookies and point lights
12 Months Ago
Show component header icon fallback
12 Months Ago
experiments
12 Months Ago
Clear scene when leaving play mode Make internal PreRender non virtual
12 Months Ago
Add SceneCamera.OnRenderOverlay
12 Months Ago
Leaderboard backup, run #6684
12 Months Ago
cherrypicking 88560
12 Months Ago
Add icon for sound listener
12 Months Ago
merge from main
12 Months Ago
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12 Months Ago
BoolControlWidget: don't propagate mouse press to parent widgets
12 Months Ago
Can expand/shrink component sheets https://files.facepunch.com/tony/1b1511b1/sbox_IZ529lK3ch.png
12 Months Ago
Added path for updating audio listener outside of client gameloop
12 Months Ago
Add SoundListenerComponent, test sound on Turret
12 Months Ago
Leaderboard backup, run #6680
12 Months Ago
Enforce Scene GameObject.Id uniqueness, change Id and warn when adding a gameobject with a duplicate Id Update scenes with all unique Ids
12 Months Ago
Leaderboard backup, run #6678
12 Months Ago
Implement BaseComponent.Awake, Start, OnDestroy & unit tests to enforce behaviour
12 Months Ago
Start trying to phase out RnHull and RnMesh
12 Months Ago
Bounds fix
12 Months Ago
MSAADefaultNonVR -> MSAADefault
12 Months Ago
Simplify submit function even more Bind GetLastPoses Wtf I thought I deleted these? Remove unused glue structures Add GetTrackedDevicePoses back, we need it
12 Months Ago
Fixed cut just copying Fixed duplicating and pasting not making unique ids Fix game double ticking
12 Months Ago
Remove bullshit from RnHull and RnMesh to see if still loads and how
12 Months Ago
GameObject.Clear tests
12 Months Ago
add *idea to the git ignore add TryGetComponent<T> method Add TryGetComponents<T> fix parameters and add to `BaseComponent` remove TryGetComponents<T>, mostly redundant
12 Months Ago
Fix IgnoreFolders losing case insensitivity in Json by assuming it's not case insensitive
12 Months Ago
Extended info in editor startup when waiting for account information Skip null children in TreeNode list
12 Months Ago
Fix prefab world not rendering Fixed prefab tree selection not working Prevent trying to "play" prefab scenes Change how PrefabFiles are loaded Remove undo spam Select root prefab object when opening prefab scene Allow editorsession to initialize the scene camera position Fix components not properly shutting down on prefab edit Always Destroy/Shutdown components before removing from a GameObject Give Prefab redirect scene a nice name Fix Prefab instantiation If the scene has a camera, use that as editor initial camera position first Add Undo to AlignToView Comment out unused menus Update TurretComponent.cs Update prefab_test.scene
12 Months Ago
Leaderboard backup, run #6661
12 Months Ago
Tidy up submit logic
12 Months Ago
Leaderboard backup, run #6660
12 Months Ago
Rotation Gizmo should return false if not rotated
12 Months Ago
Fix undo system capturing multiple rotations
12 Months Ago
Remove Action argument from undo system Save selection with undo Push object selections onto undo list
12 Months Ago
Each SceneEditorSession has its own selection set
12 Months Ago
Add CubemapFog component Add BaseComponent.ExecuteInEditor Add GradientFog component Make everything obey ExecuteInEditor Add gradient fog to player scene
12 Months Ago
Add Material.GetTexture( name ) (gets the texture by shader variable name)
12 Months Ago
Leaderboard backup, run #6655
12 Months Ago
Leaderboard backup, run #6654
12 Months Ago
GetComponent<> can find interfaces too Add ToneMapping component (tonemapping defaults off)
12 Months Ago
Leaderboard backup, run #6653
12 Months Ago
Move CharacterController component to engine
12 Months Ago
attack heli rocket reload sound attack heli turret reload sound tweaks
12 Months Ago
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12 Months Ago
Rescale bodies and joints on aggregate creation using aggregates scale
12 Months Ago
Support joint scaling https://files.facepunch.com/layla/1b1411b1/sbox_0123.mp4
12 Months Ago
Support hull scaling
12 Months Ago
Finished second tunnel entrance variant LOD0 Added a vertex AO pass to both entrances Material tweaks