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22,811 Commits over 1,642 Days - 0.58cph!

59 Days Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
59 Days Ago
Removed unused/cleanup Don't need this WriteMessage method now that it's only used one time
59 Days Ago
Dragging a prefab into an action graph creates a scene.ref node Fix scene.ref thumbnail for prefab references More informative / nicer display info for scene ref nodes https://files.facepunch.com/ziks/2025-01-14/QYoZj9M8T7.png
59 Days Ago
Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead
59 Days Ago
Remove old dedicated textconsole Use Rust console style, with 3 lines printed under instead of trying to maintain a footer (messes less with outputs)
59 Days Ago
Remove some unused imports
59 Days Ago
Start moving away from snapshots and edit log by adding action based undos/redos For cuts we have to use snapshots Remove attempt at reference collector Format Aggregate actions now complete on mouse release
59 Days Ago
Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag
59 Days Ago
Add warning if we got a reconnect message not from the host
59 Days Ago
Dedicated server console shows a header with some useful performance stats on it https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png) We don't really need this Cleanup, move as much as we can to Sbox-Server project Remove Application.IsDedicatedServer (doesn't need to be on this branch)
59 Days Ago
Update Facepunch.ActionGraphs to 1.9.15 * Fix exposed property deserialization regression Add some conditional [JsonIgnore]s to GameObjectReference
60 Days Ago
Implemented the "Filter Properties..." TextEdit in ShaderGraph Added ShaderGraph.Domain. Can now create Post-Process Shaders in ShaderGraph. Resolves Facepunch/sbox-issues#5866 https://files.facepunch.com/CarsonKompon/2025/January/13_17-38-PossibleAfricanrockpython.mp4
60 Days Ago
Added ShaderGraph.ShadingModel. Can now create Unlit Shaders via ShaderGraph. Resolves Facepunch/sbox-issues#6006 https://files.facepunch.com/CarsonKompon/2025/January/13_14-55-ShamefulPacificparrotlet.mp4 Added Icons to the BlendMode and ShadingModel enums Add ConditionalVisibilityAttribute support to ShaderNodes in ShaderGraph. All plugs into the Result node are greyed out except for Albedo and Opacity when using Unlit Shading Model Add [Group]s to the ShaderGraph nodes with InlineEditor so they can be collapsed and feel less cluttered. Automatically size TextureSampler nodes so that Inputs don't overlap with the preview image Added Texture Preview to Texture Cube node Use [ImageAssetPath] instead of [ResourceType("jpg")] in Texture Sampler nodes
60 Days Ago
Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface Our shader includes are a cyclic dependent mess, I have no idea how to not make this simple thing simple
60 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView CSceneObject::GetCTransformUnaligned() Delete random Hammer shit
60 Days Ago
Fix Draw Order in ShaderGraph nodes, fixes certain nodes not showing their previews/icons https://files.facepunch.com/CarsonKompon/2025/January/13_13-01-SlipperyQuillback.png Added Icons to all Binary operations in ShaderGraph (Subtract, Divide, Mod, Multiply) instead of just Add. Resolves Facepunch/sbox-issues#6516
60 Days Ago
Can now Copy/Paste all properties from Feature tabs in Components and Resources. Resolves Facepunch/sbox-issues#7374 https://files.facepunch.com/CarsonKompon/2025/January/13_12-40-KnobbyIndianspinyloach.png
60 Days Ago
Unlocking the Inspector will instantly inspect your current selection if different
60 Days Ago
Update qt for windows drag/drop cancel crash fix More IsValid safety checks for drag/drop events
60 Days Ago
Don't use shadercache if we're force recompiling. Output total time.
60 Days Ago
Leftover log, useless include
60 Days Ago
Fix race condition with GetTemporaryFolder() where we'd end up with a .source2.source2.source2 folder Mount cloud maps from snapshot too (repeated logic from MapInstance bleh)
2 Months Ago
SendLog on a local connection should just log the message - no need to send a network message SendLog on a local connection should just log the message - no need to send a network message
2 Months Ago
Improvement + comment
2 Months Ago
Fix error with NetworkMode read in MapInstance. If network mode is Object then we want to NetworkSpawn the object here - this fixes networked objects from maps not appearing for clients
2 Months Ago
Fix NRE when dragging SoundFiles onto the "+" button in a List. Also fixed dragging for other resources. Facepunch/sbox-issues#7197
2 Months Ago
Clear changes in EditorSession Undo when making a full snapshot so we don't get a duplicate empty Undo entry
2 Months Ago
Create Undo Snapshot for Paste and Paste as Child. Resolves Facepunch/sbox-issues#7372
2 Months Ago
Tweak delay nodes to help distinguish them https://files.facepunch.com/ziks/2025-01-13/92sG91y7Pi.png
2 Months Ago
Server Commands / Admin Commands (#1772) * ConVarFlags.Server and ConVarFlags.Admin and the implementation of both. When the method has a Connection type as the first parameter, that parameter will be the source. Add Connection.SendLog( LogLevel, string ) * Safety * Add summaries
2 Months Ago
Add summaries
2 Months Ago
Filter in the query
2 Months Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 * Clean up game object / component reference serialization Add IGameObjectDestroy scene event Started on #1773
2 Months Ago
Update Facepunch.ActionGraphs to 1.9 (#1761) * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 * Clean up game object / component reference serialization
2 Months Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 * Clean up game object / component reference serialization
2 Months Ago
LobbyConfig.HideInServerList would let you hide a lobby from appearing in any server lists in s&box but still queryable with QueryLobbies Fix IsHidden support
2 Months Ago
Remove Application.IsDedicatedServer (doesn't need to be on this branch)
2 Months Ago
Cleanup, move as much as we can to Sbox-Server project
2 Months Ago
Safety
2 Months Ago
ConVarFlags.Server and ConVarFlags.Admin and the implementation of both. When the method has a Connection type as the first parameter, that parameter will be the source. Add Connection.SendLog( LogLevel, string )
2 Months Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 * Clean up game object / component reference serialization
2 Months Ago
Don't send networked objects twice when the host switches scenes
2 Months Ago
Fixed a bug with the [Change] attribute not using the correct type in some cases - make sure we always use the type that the property belongs to
2 Months Ago
Dedicated server console shows a header with some useful performance stats on it https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png) We don't really need this
2 Months Ago
Start the networking thread
2 Months Ago
Fix SceneRenderingWidget not calling Scene.PreCameraRender when rendering with camera component Don't draw gizmos for components that have ComponentFlags.Hidden
2 Months Ago
Fix impact.wood
2 Months Ago
Clear all processors when deserializing mixer otherwise DSP's will hang around forever and we'll quickly run out of slots
2 Months Ago
Remove ToolsWireframe from fur.shader
2 Months Ago
Do the same for trigger listeners