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17,091 Commits over 1,308 Days - 0.54cph!

1 Hour Ago
Fix assembly loading, mount assemblies in their own filesystem on packages
2 Hours Ago
Resolve circular dependency on base csproj
4 Hours Ago
Remove ConsiderLight and LightEntry, they're bullshit now and overcomplicated, used to figure out which lights had priority but not needed anymore, data flow is leaner now
4 Hours Ago
Initial standalone build wizard Standalone player exe Export into `data\`, copy everything we want Application.IsStandalone, don't try to load menu project if standalone Load from manifest, un-hardcode paths Fix paths, temporarily copy sbproj We should be able to get away with not copying these manually, asset system should handle dependencies Clean up, slightly improved wizard Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Load assembly, filesystem Copy base UI textures and fonts Move standalone-specific stuff into StandaloneGameInstance Use code resources from code manifests Only copy compiled code resources, don't copy tool DLLs Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible Copy all core models too (mainly for box, sphere models) Wizard UX improvements Fix paths for new folder layout Change "build" naming to "export", makes more sense Wizard cleanup, share wizard code between publish/standalone Rebase fixes
Today
Fix menu not loading 🙈🙈🙈🙈🙈
Today
Make internal addons.. addons - because it matters now
Today
Fix NRE in DockManager Make Project creation internal Add LibraryManagerDock Project constructor can't be internal, ya dummy Library publishing
Today
Backport more shadowcache code from cs2, start adapting lightbinner for new layout
Today
Fix node graph comment not saving position after resize
GameObjectControlWidget: allow opening prefabs in editor
Today
New Hair + Space Suit LODs
Citizen: convert the remaining 'Walk2X' sequences to source the new WalkFast clips
Citizen/animgraph: added WalkFast_SE & WalkFast_SW + updated animgraph
Today
Use interfaces instead of attributes Unused GameObject.PreRender Component.OnStart works on components that don't implement OnUpdate
Yesterday
Don't update scene view camera input if the editor window isn't active (sbox-issues/issues/5383)
Yesterday
Haptics NRE fix Clamp haptic motor values where appropriate, matching existing behaviour
Yesterday
Basic controller haptics (#1498) Allows for controller haptics based on haptic events. ```cs public static void TriggerHaptics( HapticEffect pattern, float lengthScale = 1.0f, float frequencyScale = 1.0f, float amplitudeScale = 1.0f ) ``` e.g. ```cs Input.TriggerHaptics( HapticEffect.HardImpact ); ```
Yesterday
Shadergraph: Add OneMinus node
Yesterday
Haptic effect support for VR
Yesterday
Squash history, update for SDL Docs, cleanup Apply LengthScale Update haptics per-controller Scoped haptics support Vibrations -> Haptics, wrap patterns inside an event to simplify API e.g. ```cs Input.TriggerHaptics( HapticEffect.HardImpact ); ``` Docs update
Yesterday
Shadergraph: float2 and float3 can specify ranges
Yesterday
Codegen applies attributes if OnUpdate, OnFixedUpdate or OnPreRender are implemented Only call OnUpdate, OnFixedUpdate, OnPreRender on components that implement them. Also call them flat instead of recursing every GO 3 times
Yesterday
Fix hlsl antlr grammar 🙄 Fixes Facepunch/sbox-issues#5382
Yesterday
Stop sound handle when stopping or disposing music player
Yesterday
ComponentTypeSelector: don't allow left arrow navigation if trying to name component
Yesterday
Reduce parallel cubemap updates on load, we allocate a new lightbinner for each new parallel view and each of them allocates a lot of new GPU buffers when they should be shared, I'll revisit this after shadowcache
Yesterday
Remove all atlas downsampling bullshit, not even being used Backport shadowcache from CS2
Yesterday
Use assets folder when collecting files for manifest Don't add asset browser node for projects without assets Don't collect assets from projects with no assets folder Don't save the project list in editor, only save the project list when adding from launcher Fix ProjectSettings path resolution, rename Project.Path to Project.ConfigFilePath Error fix
Yesterday
GPU Shadow Culling (#1523) --------- Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
Yesterday
Remove all atlas downsampling bullshit, not even being used Was accidentally creating new lightbinner (without light info I needed too) every frame :S CSceneSystem::GetLightBinnerStandard() is "FindOrCreate" while from CSceneView actually gets the actual one GPU Shadow Culling POC: Don't render shadows that are not visible by GPU depth bounds sc_show_rejected_lights enum support for VFX HLSL We dropped DX11 support so we can support it without a worry microsoft/DirectXShaderCompiler/wiki/Language-Versions#hlsl-2017 r_gpu_shadow_culling cvar, parallelize static light visibility tests Cone intersection for tiled light culling Bloat cones a wee bit, still do sphere culling for point lights Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights https://i.imgur.com/JwxhgOJ.png Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled Cast shadows of non culled lights, not culled lights.. wtf? Only debug draw actual shadow casters, add spot light debug drawer Fix debug views for dynamic lights, update comments
Yesterday
Fix debug views for dynamic lights, update comments
Yesterday
Change "build" naming to "export", makes more sense Wizard cleanup Share wizard code between publish/standalone
Yesterday
Initial standalone build wizard Standalone player exe Export into `data\` Copy all the stuff we want from core, base, citizen, bin Application.IsStandalone, don't try to load menu project if standalone Load from manifest, un-hardcode paths Fix paths, temporarily copy sbproj We should be able to get away with not copying these manually, asset system should handle it We need a few files from core, though Clean up, slightly improved wizard Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Better ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Include gamecontrollerdb.txt in standalone build Build queue before copying (so we get compiled assemblies) Temp copy video.json (because I'm sick of it launching in fullscreen) Split out data dir and game data dir Don't need to save off absolute game data path, just use relative path Temp copy some more stuff data/ conflicts with existing path, use export/ instead Load assembly, filesystem Copy base UI textures and fonts Cleanup Move standalone-specific stuff into StandaloneGameInstance Test fetching all code manifests Interop as array Safe copy Log copies Use code resources where we can Only copy compiled code resources Don't copy tool dlls Cleanup Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible Copy all core models too (mainly for box, sphere models) Wizard UX improvements Paths cleanup Rebase fixes Fix paths for new folder layout
Yesterday
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
Yesterday
Shadergraph: Add depth node
Yesterday
These two clothing icons were missed in the layout change
Yesterday
Update Facepunch.ActionGraphs Use ActionGraphCache when cloning / instantiating GameObjects
Yesterday
Clamp navmesh heightfield size to sane values to avoid alloc crash
Yesterday
Move editor addon .cs files to Code directories Update .git-blame-ignore-revs
2 Days Ago
Wizard UX improvements Paths cleanup
2 Days Ago
Copy all core models too (mainly for box, sphere models)
2 Days Ago
Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible
2 Days Ago
Pigtail Hair + Eyelashes Update + Fixes to .clothing files https://files.facepunch.com/daniel/1b1711b1/sbox-dev_KgSKudxKhV.jpg
2 Days Ago
Safe copy Log copies Use code resources where we can Only copy compiled code resources Don't copy tool dlls Cleanup
2 Days Ago
Interop as array
2 Days Ago
Test fetching all code manifests
2 Days Ago
Scope to active controller when looking for glyph vendor
2 Days Ago
Can use Alt+F4 to close the game
2 Days Ago
Force add compiled menu scenes
2 Days Ago
Yield in RenderThumbnailAsync to avoid Qt errors/crashes Fix trying to create layout in MixerDetail when a layout already exists Remove unused args Create libraries folder Libraries basics Editor and UnitTest folders should be in the root of the project code now needs to be in Code subfolder, assets need to be in Assets subfolder (hard coded and removed option to change) Move addon asset locations, fix tests Fix not mounting base/citizen Include library dll in publish Clean this code up a bit When loading assemblies, pre-resolve dependencies and load them in order This is probably wrong tbh. Should probably just be loading them all at once and letting it take care of it. Merge branch 'master' into packages Merge fixes Update minimal game template with new folder layout Libraries + new folder layout (read sbox-issues/discussions/5373)