243,675 Commits over 3,898 Days - 2.60cph!

1 Year Ago
Some more tests Repro for "TryExpression is not supported as a child expression..." Give up on wrapping expression nodes with try/catch
1 Year Ago
merge from hackweek_cliff_rework
1 Year Ago
On node deletion, remove unreferenced variables Show variable type in add node context menu
1 Year Ago
Copied over WIP action graph editor WIP dynamic action graph nodes OnShoot example in TurretComponent Node error messages, GetRelevantNodes, property get / set Let TurretComponent.OnShoot handle setting the velocity HandleConfigs Tweak how properties appear in node creation menu Fixed getting relevant nodes for signals WIP property panel in action graph editor Constant node drawing tweaks Small action graph editor fixes Error list panel https://files.facepunch.com/ziks/2023-10-12/sbox-dev_75o6iDzzHZ.png Fix error when clearing links Stack trace integration for exceptions thrown by action jigs Field get / set, sort nodes better Instance method nodes Type selection drop down Fleshed out type selector, now checks constraints Pure attribute for some things that should be expression nodes Comment nodes Node display tweaks Icon fixes Rerouting and other fixes Error list title fix Action link pulsing in editor Jig -> Graph Editor.ActionGraphs -> Editor.ActionGraph To match Editor.ShaderGraph Start on undo / redo ActionGraphComponent OnUpdate, OnTouch action components Football demo using action graph Enum constant node fixes Action component tweaks ColliderBaseComponent was renamed to Collider Copy / pasting nodes Rework comment and reroute nodes in action graph Make comment node inspection work like ShaderGraph Comment nodes are listed separately Basic variable selector / creation Rework how variables are added Fix suggested variable nodes when dragging from an output
1 Year Ago
merge from /building_skins_3/building_skins_4
1 Year Ago
frontier and gingerbread can now be used in standalone, temp unlock ID1
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from DroppedItemFix
1 Year Ago
Deleted telephone.worldmodel. It was unused, and broken.
1 Year Ago
Replaced all world models that used mesh colliders with primitives, except for chair and rocking chair. This is already in the current art guidelines - most of these are very old, or for some reason, Christmas themed. Helps a lot with any remaining dropped item collision issues.
Leaderboard backup, run #7204
1 Year Ago
Use primitive colliders for all the rocket world models
1 Year Ago
Continue to use ContinuousSpeculative collision alongside the new checks
1 Year Ago
Custom physics solution for dropped items. Fixes items falling through things in certain situations.
1 Year Ago
Removed my fell through terrain check methods in DroppedItem
1 Year Ago
Updated to Unity version 2019.4.7f1. Since Unity's old networking system was removed in Unity 2018, removed UnityConverter and related methods.
1 Year 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 Remove multiview constants from lightbinner, these have been getting in my way, and we need to think a better way to handle instanced viewports, I'm leaving it to a bigger cleanup later Start Envmap support on new lightbinner, remove unused environment_map.fxc Start MATERIAL_LIGHT_DIRECTIONAL support for lightbinner, sets up frusta for lights Fix conflicts from merge that added removed stuff Fixup for directional lights, add dummy ambient lighting for fully dynamic scenes, implement flags properly Fix merge ( g_nNumEnvMaps > NumEnvironmentMaps ) Remove interface definition from Vfx ( It's fucked off from HLSL 2020+ ), add array support to members in classes in Vfx Store multiple frusta on same light definition rather than using sequential lights, makes this simpler, point light shadows
1 Year Ago
▉▆▊▊▍█ ▇▉▄▇█▅ ▌▇█▌▇ => ▉▉▌▋▅▍▆▋▇▉▊ ▌▅▆▄▍ ▌▆ ▉▇
1 Year Ago
▄▍▍██ ▉▍▄▍'▄ ▊▇▅ ▌▋▆▍▍: ▉█▉▌▋▌▊ ▋▋▄▉▇▍▌▉ ▌▌▉ ▉▌▋▉▆▆▇▇▉█▄ ▅▇▊▋▉ (▄▋▉▅▆▄ ▌▋ ▌▌▉ ▊▅▌▌)
1 Year Ago
Load collision rules from current game package Listen for addon config updates, update collision rules ComponentTypeSelector: add "New (x) Component..." option that creates component from query Updated DecalComponent, also moved it out of the Light folder Merge branch 'main' into networking
1 Year Ago
Fix assembly bytes not updating on fast hotload
1 Year Ago
Let speech recognition API work in GameMenu realm
1 Year Ago
TTS: Expose voice selection to Synthesizer + Synthesizer.InstalledVoices + Synthesizer.TrySetVoice( string name ) + Synthesizer.TrySetVoice( string gender, string age )
1 Year Ago
Should fix dedicated server crash
1 Year Ago
Updated DecalComponent, also moved it out of the Light folder
1 Year Ago
Added ProjectedDecalSceneObject - Removed SceneWorld related methods in DecalSystem that I added previously - Doesn't support receiving lightmap info (yet)
1 Year Ago
Scaffold out CProjectedDecalSceneObject Add ProjectedDecalSceneObject to managed, register handle More work getting new sceneobject to parity with old system (still invisible) Get rid of test code Pass size through to decal update, prep some of the older attributes for baked lighting Move decal attribute stuff into managed Validity check Small cleanup Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type Cleanup, update flags based on material Remove unused file Docs for ProjectedDecalSceneObject Set mesh instance as owned, destroy existing mesh instance on update Expose ProjectedDecalSceneObject to public Validate material Don't need this transform code Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
1 Year Ago
Broad stroke networksystem replacement Adds a network system, with host, connect2, status2 console commands for testing networking in the scene system.
1 Year Ago
Clean up for merge
Leaderboard backup, run #7180
1 Year Ago
Citizen/animgraph: lowered distance of strides in WalkFast_E/N, reining in the look of the legs especially once other layers contribute to the pose
1 Year Ago
Update DecalComponent to match new API
1 Year Ago
monument topology
1 Year Ago
Scaffold out CProjectedDecalSceneObject Add ProjectedDecalSceneObject to managed, register handle More work getting new sceneobject to parity with old system (still invisible) Get rid of test code Pass size through to decal update, prep some of the older attributes for baked lighting Move decal attribute stuff into managed Validity check Small cleanup Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type Cleanup, update flags based on material Remove unused file Docs for ProjectedDecalSceneObject Set mesh instance as owned, destroy existing mesh instance on update Expose ProjectedDecalSceneObject to public Validate material Don't need this transform code Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
1 Year Ago
Add longer timeout for Sandbox.Http
1 Year Ago
Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
fixed accidently touched floor.triangle in 89341 causing wonky building behavior on triangle floors
1 Year Ago
Engine handles network channel guids
1 Year Ago
Host handles channel id's Add status2
1 Year Ago
basic terrain setup substation layout
1 Year Ago
Force cursor visible if console visible Refactor NetworkUser to NetworkChannel, make NetworkSystem internal
1 Year Ago
Filesystem initialization in the right place for unit tests
1 Year Ago
Add missing dlls
1 Year Ago
Try to get FACEPUNCH_ENGINE to be an absolute path
1 Year Ago
Get the engine env var from the process
1 Year Ago
Set the env var for the test folder during run
1 Year Ago
Move unit test location Fix up unit test paths We don't need to copy all this stuff anymore Handle uri.IsPrivate exceptions Don't try to load materials during unit test (todo) Put filesystem testfolder in .source2 Don't upload unittest folder to Steam