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22,815 Commits over 1,642 Days - 0.58cph!

2 Months Ago
Convar changed event Update replicated convar string table entry when it changes, if we're the host Clients use replicated vars table instead of accessing the value from the convar
2 Months Ago
Fix CodeGen attribute blunder Fix unit tests getting the wrong envrionment var (not sure what changed) Rename ConVar to ConVarAttribute, ConCmdAttribute
2 Months Ago
Remove dead code Delete ivr.h, remove g_pVr (none if this is used anymore.. right?)
2 Months Ago
Remove FCVAR_RELEASE WrapepdPropertySet provides a Getter, to get the current value Include all attributes with wrapped properties, no just the codegen attributes ConvarSystem.SetValue always takes a string value instead of object Only set native convar if value is different Move sv_cheats to game code, so it gets codegen Always register sbox.game assembly with convar system Only set managed convar value if value changed Placeholder to return replicated values for convar Call ConVarSystem.OnConVarChanged when managed convar changes Native convars call OnConVarChanged Rename ConvarFlags to ConVarFlags
2 Months Ago
Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
2 Months Ago
Remove ToolsVis() MODES from all shaders 🙏🏻 Remove ToolsWireframe and ToolsVis from shadergraph template
2 Months Ago
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
2 Months Ago
Add EnvironmentMap class for EnvMap.hlsl, allows you to fetch contribution of all environment map lighting, fixes CubemapReflections toolsvis, move stuff out of lighting.fxc Init ToolsVis color to gray if mode is not supported, same behaviour as before
2 Months Ago
Remove vr_tools_vis.fxc, have it all in ToolsVis.hlsl as a class, remove all dangling S_MODE_TOOLS_VIS combos ToolsVis for Material lives in ShadingModel, custom shadingmodels implement their own Rest of shaders that do custom toolsvis behavior with new api Remove any #if S_MODE_TOOLS_VIS, makes it able to slide smoothly into new system Let toolsvis combo live where it was before (we're removing it right after) and remove S_MODE_TOOLS_VIS reference on spritecard, baked light vis on shadingmodel
2 Months Ago
Added a quicker and easier way to create variables within ActionGraph (instead of needing to right click on a plug) https://files.facepunch.com/CarsonKompon/2025/January/07_15-40-InstructiveUnicorn.png
2 Months Ago
Remove this check not allowing setting initial texture data for volume texture with mips, it should be allowed
2 Months Ago
Remove FCVAR_DEVELOPMENTONLY Remove FCVAR_GAMEDLL Remove CCommandBuffer
2 Months Ago
2 Months Ago
MapInstance doesn't load networked hammer gameobjects on clients as they'll be in the snapshot
2 Months Ago
Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected
2 Months Ago
Userdata convars
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
2 Months Ago
Fix Soundscape Stings not working. Resolves Facepunch/sbox-issues#7324 Added ability to target a mixer on Soundscape Component. Resolves Facepunch/sbox-issues#7323
2 Months Ago
Don't need these hacks to create SceneNetworkSystem anymore Remove more unused convar code Replicated convars stringtable Capture native convars more reliably, without having to query
2 Months Ago
Remove IConfigurationSystem Remove CommandTarget_t, InputCommandSource_t
2 Months Ago
Explicitly serialize & deserialize null values (#1759)
2 Months Ago
ToolRenderLayer shouldn't force Forward mode as it disables face selection and other crap Hammer wireframe is just normal render pipeline wireframe now instead of all the special case layer stuff
2 Months Ago
Autocomplete is all c#
2 Months Ago
Native console command help etc print variable value when no arguments Move "find" to c#, add ConvarFlags.Hidden
2 Months Ago
Fix missing standalone files sbox-issues/issues/7241 Hook up IPressable.Release Fix CI menu build for PRs Analogue to 80a508a419578851e644fce2fa43da3debd48d9c Merge branch 'master' into serialize-null-fields-and-props
2 Months Ago
Fix CI menu build for PRs Analogue to 80a508a419578851e644fce2fa43da3debd48d9c
2 Months Ago
Hook up IPressable.Release
2 Months Ago
Fix missing standalone files sbox-issues/issues/7241
2 Months Ago
Explicitly serialize & deserialize null values
2 Months Ago
Add ConVar flags Remove dead code Route console commands from engine to managed No need to register convars with engine, we are the owner now Strip command buffer running, aliasing Store native console commands, everything works again
2 Months Ago
Doh lets always subscribe Terrain OnTransformChanged
2 Months Ago
Always prefer explicitly set hostname for server name when running a dedicated server
2 Months Ago
citizen_human_male_REF file
2 Months Ago
Move some input code from Sandbox.System to Sandbox.Engine and hope it doesn't break menu now
2 Months Ago
ci build-menu uses new path
2 Months Ago
Fix incorrect docs in Vector3Int
2 Months Ago
MenuBuild uses ToolAppSystem so everything is set correctly like Application.IsHeadless which was likely stopping it from compiling new menu dlls
2 Months Ago
Shadergraph: Output texture attributes for LightSim_DiffuseAlbedoTexture, RepresentativeTexture using first occurring texture result from albedo input
2 Months Ago
Add subtle alternating background color to each row in Input Settings. Resolves Facepunch/sbox-issues#7328
2 Months Ago
Prevent Input Settings in Project Settings from scrolling back to the top when adding/removing a new Input. Resolves Facepunch/sbox-issues#7329
2 Months Ago
The LineEdit in PathWidget now stretches so it can be clicked anywhere. Resolves Facepunch/sbox-issues#7246 https://files.facepunch.com/CarsonKompon/2025/January/06_12-37-LividArcherfish.mp4
2 Months Ago
Add GetFirstTextureParam() to get first declared texture from shader, used to fetch the convoluted RepresentativeTexture/LightSim_DiffuseAlbedoTexture attributes without explicit declaration Allow material representative texture for VRAD be infered by the first texture parameter on shader if DiffuseAlbedoTexture is not set, allows to clean up all this material api & lets shadergraph shaders be rendered properly on vrad https://files.facepunch.com/sampavlovic/1b0611b1/aocrkIAnQN.png
2 Months Ago
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2 Months Ago
Hammer Wireframe Overlay: white wireframe color works again Wireframe mode is white in game/scene again, fix depth test being disabled in scene, also bind expected lighting constants Fix invalid depth comparison sampling on well known 16 bit textures by targeting D16 and sampleable flags, these textures are used in place of the shadow depth buffer when shadows are disabled
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 Fix scene.ref nodes in prefabs referencing stuff in containing scene Fixes #1756
2 Months Ago
Port c++ navlink implementation to c# Make agents aware of when they are traversing a link Allows users to handle link traversal (e.g. by playing an animation)
2 Months Ago
ModelDoc: Add a wizard to keep all bones
2 Months Ago
Split menu convars to MenuConVar, MenuConCmd Move language convar to engine
2 Months Ago
Added Rotation.LerpTo/SlerpTo for consistency with Vector3.LerpTo/Angles.LerpTo/ect. Fixed Revert Changes not working for Title/Org on Project Setup page of Settings
2 Months Ago
Saving prefab session reloads cached prefab scene, resolves Facepunch/sbox-issues#7307 File > Open menu supports opening prefabs too