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1,025 Commits over 1,127 Days - 0.04cph!

10 Months Ago
Terrain: Import heightmaps PNG 8bit :( or RAW 8 or 16 bit
10 Months Ago
Terrain.RayIntersects transforms ray into local space Move brush list out of component editor, popup menu on brush preview Terrain: transform local normal by terrain world transform Editor tools can use SkiaSharp
11 Months Ago
Add wireframe button to scene toolbar
11 Months Ago
MapComponentMapLoader: prop_static is never in entity lump SceneMapLoader: don't create disabled lights MapComponentMapLoader: Static prop_physics are static
11 Months Ago
SceneSunLight -> SceneDirectionalLight - consistent with component and native name Terrain: Brush strength/invert to compute shader Revert "Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute" This reverts commit e9ddbb31c58de3596aeecacae6f1b77d45c2c338. CI or whatever should opt out of this, Hammer running resourcecompiler and probably other stuff needs a valid one. Null check model in AssetVideo
11 Months Ago
Hammer entity definitions can live on life support in Sandbox.Tools
11 Months Ago
Terrain size is stored on TerrainData, specify the total world size instead of confusing units per texel Fix grid axis colors being the wrong way Use Gizmo colors for grid axis & add SrgbGammaToLinear so the colors aren't fucked Document ComputeShader, remove obsolete, Dispatch throws exception for bad parameters instead of silently failing Terrain shader write to depth Brush preview works again Use compute shader to modify terrain heightmap instead of shitty interpolations on CPU Terrain: Use ShadowRenderType Lighter terrain grid
11 Months Ago
Implement attributes on ReflectionSerializedObject.SerializedProperty Move Terrain editor into an EditorTool ReflectionSerializedObject property SetValue<T> will convert value, catch exceptions TypeSerializedObject SerializedProperty.TryGetAsObject don't throw if null Brush settings widget window FloatControlWidget blurs entry on range slider drag Only modify terrain on mouse drag Change brush order, circle first
11 Months Ago
SceneOverlayWidget updates position when window is moved too Fixes sbox-issues/#4378
11 Months Ago
Gizmo shaders display in ToolsVis mode
11 Months Ago
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11 Months Ago
Fix and tidy up terrain data serialization
11 Months Ago
Clear QPixmap on create so it's not full of uninitialized data
11 Months Ago
Compress TerrainData heightmap/controlmap data with deflate, simple rle is probably best
11 Months Ago
Shadergraph: Transform Normal can output in tangent or world space (default is tangent to match material output) Don't save the file 9 times everytime in Asset.SaveToDisk Store TerrainData in a versioned gameresource with custom serialization, so we can reuse it in multiple scenes and not have absurd file sizes
11 Months Ago
When we dispose of a SceneCamera, queue the native volumetric fog to be disposed of at frame end since a render view with it is likely already queued
11 Months Ago
Unused server/client methods and gizmo instances Unused physics trace filters Language.Init() after we mount filesystem File watch for hotloading textures and localization files too
11 Months Ago
Fix ResolveTargetD3D11 srcBox limiting not accounting for offset on dest width min Graphics.GrabFrameTexture uses Graphics.Viewport Fix typos and inconsistent screen uv calc in postprocess shader
11 Months Ago
OnAwake/OnDestroy respect Component.ExecuteInEditor
11 Months Ago
Add InputContext for Scene.FixedUpdate so inputs are reliable when FPS is higher than the fixed update rate
11 Months Ago
Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias
11 Months Ago
Updater for "snaprotationangle" int -> float, so it stops fucking spamming Rewrite font manager to not use filename, instead uses font family name like normal css All ttf and otf font files are loaded from /fonts/ folder and mapped to their font family name, weight, style. This is likely to be a breaking change if you had weird named fonts. Stop scene first person camera shaking from continuous quaternion <-> angle conversions
11 Months Ago
Move CodeGenerator to Sandbox.System CodeGen: Set MemberIdent on wrapped properties Rewrite to [ConCmd] [ConVar], use new codegen, make scene games able to use them Load fonts from scene games filesystem too Log when can't find font, should help some people debug TransformControlWidget: Non-uniform scaling
11 Months Ago
Apply a depth bias to grid to stop z-fighting and make it render double sided https://files.facepunch.com/matt/1b1511b1/sbox-dev_vUfVeC7hKH.png
12 Months Ago
TabWidget.AddPage allow optional null properly Don't create a CVolumetricFogRenderer if enabled but there's no fog volumes SceneCamera is disposable, CameraComponent disposes it OnDestroy(), frees native resources mainly volumetric fog clipmaps Editor doesn't use volumetric clipmaps Check scene fog volumes not legacy ones
12 Months Ago
Terrain shader includes in terrain folder Terrain obeys its transform https://files.facepunch.com/matt/1b1511b1/sbox-dev_a95eXdB3HZ.png
12 Months Ago
Draw a configurable grid in editor scenes https://files.facepunch.com/matt/1b1511b1/sbox-dev_4OQJeFR5bU.png
12 Months Ago
Build debug at 1am Get rid of MultiProcMaxCount from build retail bat I missed, reasoning in 0ce21462b8ec81ee7c89328fb10e083cdac2f442
12 Months Ago
Additional Gizmo Controls Gizmo.Draw.LineCircle: fix starting angle always being a little too much Improve Gizmo.Draw.LineCapsule Improve Gizmo.Control.Capsule ColliderCapsuleComponent has gizmo controls Fix Gizmo.Control.BoundingBox
12 Months Ago
Don't care about file mod changed for compile state, doesn't make sense and was causing constant recompiles when 2 assets of the same name existed
12 Months Ago
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12 Months Ago
Pull workflow: build content before tests
12 Months Ago
Fix debug builds
12 Months Ago
Shut the couldn't find driver version warning up Fix anim subgraphs not compiling with contentbuilder because there's no assetsystem
12 Months Ago
Update these vmdls that are failing to compile, using some mega old schema text
12 Months Ago
ci: test-managed depends on built content ci: turn off orphan deletion on contentbuilder
12 Months Ago
Fix Input not working
12 Months Ago
Remove looptypeclientserver Delete demos Delete rcon Remove clockdriftmgr Delete gameeventsystem Remove userinfochangeservice
12 Months Ago
ShaderGraph add ToolsWireframe and ToolsShadingComplexity modes Fixes sboxgame/issues/issues/4104 ShaderGraph add Camera node with position, direction, near/far plane https://files.facepunch.com/matt/1b1111b1/sbox-dev_0SbvbXMF1c.png Fixes sboxgame/issues/issues/3996
12 Months Ago
Shadergraph transforms the given tangent normal into world space
12 Months Ago
MapNode.OnAddedToDocument & MapNode.OnRemovedFromDocument Run Scene.EditorTick() from Hammer Get some scene prefabs going in Hammer
12 Months Ago
oops fucked the name
12 Months Ago
Fix preferences menu
12 Months Ago
Hammer map worlds get a backing Scene, add that Scene's SceneWorlds to the render list Add ComponentEditorWidget which can be decorated with CustomEditorAttribute Example usage: ```cs [CustomEditor( typeof( Terrain ))] public class TerrainEditor : ComponentEditorWidget { // ... } ```
12 Months Ago
Delete unused enums and networkclient defs
12 Months Ago
Pass engine version to discover api
12 Months Ago
Update default editor layout
12 Months Ago
Get rid of Sandbox.Server and Sandbox.Client
12 Months Ago
Rename Entity to HammerEntityDefinition, make it internal, delete some other things and mark lots of attributes as internal
12 Months Ago
Give test-managed a 10 min timeout