usermattcancel
branchsbox/mastercancel

1,109 Commits over 1,219 Days - 0.04cph!

1 Year 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
1 Year 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
1 Year Ago
OnAwake/OnDestroy respect Component.ExecuteInEditor
1 Year Ago
Add InputContext for Scene.FixedUpdate so inputs are reliable when FPS is higher than the fixed update rate
1 Year 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
1 Year 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
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
Terrain shader includes in terrain folder Terrain obeys its transform https://files.facepunch.com/matt/1b1511b1/sbox-dev_a95eXdB3HZ.png
1 Year Ago
Draw a configurable grid in editor scenes https://files.facepunch.com/matt/1b1511b1/sbox-dev_4OQJeFR5bU.png
1 Year Ago
Build debug at 1am Get rid of MultiProcMaxCount from build retail bat I missed, reasoning in 0ce21462b8ec81ee7c89328fb10e083cdac2f442
1 Year 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
1 Year 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
1 Year Ago
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1 Year Ago
Pull workflow: build content before tests
1 Year Ago
Fix debug builds
1 Year Ago
Shut the couldn't find driver version warning up Fix anim subgraphs not compiling with contentbuilder because there's no assetsystem
1 Year Ago
Update these vmdls that are failing to compile, using some mega old schema text
1 Year Ago
ci: test-managed depends on built content ci: turn off orphan deletion on contentbuilder
1 Year Ago
Fix Input not working
1 Year Ago
Remove looptypeclientserver Delete demos Delete rcon Remove clockdriftmgr Delete gameeventsystem Remove userinfochangeservice
1 Year 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
1 Year Ago
Shadergraph transforms the given tangent normal into world space
1 Year Ago
MapNode.OnAddedToDocument & MapNode.OnRemovedFromDocument Run Scene.EditorTick() from Hammer Get some scene prefabs going in Hammer
1 Year Ago
oops fucked the name
1 Year Ago
Fix preferences menu
1 Year 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 { // ... } ```
1 Year Ago
Delete unused enums and networkclient defs
1 Year Ago
Pass engine version to discover api
1 Year Ago
Update default editor layout
1 Year Ago
Get rid of Sandbox.Server and Sandbox.Client
1 Year Ago
Rename Entity to HammerEntityDefinition, make it internal, delete some other things and mark lots of attributes as internal
1 Year Ago
Give test-managed a 10 min timeout
1 Year Ago
This test relied on Entity properties
1 Year Ago
Delete tons more Entity & Networking code
1 Year Ago
Strip C# Entity IO Delete big chunks of entity networking, and stub a bunch of entities Delete entities that will be prefabs Delete base/Obsolete Delete Net codegen
1 Year Ago
Delete test-server from CI since it's just testing legacy game loop
1 Year Ago
depthresolve uses min of all msaa samples
1 Year Ago
Pass engine version how web expects it when searching for packages
1 Year Ago
Up Engine API version
1 Year Ago
Remove r_depth_prepass option, we should always be doing it as part of forward+ Depth class uses the pre-resolved depth chain from the prepass instead of trying to sample an MSAA buffer, which was never working on certain MSAA levels and would've required a combo and loads of extra bullshit to do.
1 Year Ago
Add r_depth_debug to visualize the depth buffer
1 Year Ago
Make `ListView.ItemAlign = Align.SpaceBetween` work better, especially when there's not enough items to fill a row
1 Year Ago
ReflectionSerializedObject properties set their PropertyType
1 Year Ago
Wireframe and ToolsVisMode can be driven per-view by Camera attributes instead of global convars
1 Year Ago
vk: "fix" semaphore hang when recreating swapchains vk: always use D32FS8 for depth buffer
1 Year Ago
ui: flex gap scales
1 Year Ago
Material::Init initializes TextureCoords too
1 Year Ago
Update new shader template