reposboxcancel

22,741 Commits over 1,642 Days - 0.58cph!

6 Days Ago
InteropString encodes as utf8 instead of ansi Obsolete a bunch of legacy particle stuff Don't add a sound collision layer by default
6 Days Ago
PlayerController: tweak footsteps, don't play when not moving, don't do a trace Slow down slightly when running up hill Add PlayerController.AirFriction PlayerController: Fix sliding down stairs
6 Days Ago
Update ffmpeg binaries 6.0->7.1 Update ffmpeg 7 incompatible code Reset FFT data on StopPlay
6 Days Ago
Fix resource.ref node thumbs not auto-updating, having broken size https://files.facepunch.com/ziks/2025-03-06/sbox-dev_AZNMKyCLEu.mp4
6 Days Ago
If map load failed don't try to create entities from it Return empty in AssetBrowserLocation.GetDirectories if the path doesn't exist Stop over-engineering this CallbackBatch problem, print outward stack when an error occurs Remove log in CloudPackageNode
6 Days Ago
Document ControlWidget.StartEditing better Fix BoolControlWidget toggling on mouse press instead of mouse release Allow dragging Component / GameObject enabled toggle into ActionGraph https://files.facepunch.com/ziks/2025-03-06/sbox-dev_9VgTKcHVBc.mp4
6 Days Ago
Can drag The Box™ into ActionGraph https://files.facepunch.com/ziks/2025-03-06/sbox-dev_eCyOa5TFcV.mp4 Fixes Facepunch/sbox-issues#7795 Focus graph view when dropping something into it
6 Days Ago
AssertFatalMsg in vrad if filesystem is null (diagnosing crash) When decoding an mp3, copy data to a temporary buffer incase the looping invalidates the decoded buffer we're about to write Null off editorsession when shutting down tool We can get the sample rate from the sfx, no need to get it from a mixer that is gonna then read it from it.. I think
6 Days Ago
Allow dragging transform properties into ActionGraph https://files.facepunch.com/ziks/2025-03-06/sbox-dev_AW24oUYbX4.mp4
6 Days Ago
Simplify ObjectContext collection
6 Days Ago
Iterate from Bloom2 from SceneStaging
6 Days Ago
Can't always imply pView->GetMainViewport() matches swapchain, make it calculate size of swapchain for passing to managed pipeline
6 Days Ago
Compile shaders
6 Days Ago
Shaded Prepass should always have conservative clipping for prepass
6 Days Ago
Bloom2 https://files.facepunch.com/sampavlovic/1b2711b1/FGDhgt0i6B.png https://files.facepunch.com/sampavlovic/1b2711b1/zuIstGTQuO.png https://files.facepunch.com/sampavlovic/1b2711b1/sg0ZpXbsVz.png
6 Days Ago
DepthNormal G-Buffer Rendering Mode (#1766) * DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH * DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels * Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior * Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer * Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set * Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional * Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS * Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold * GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4 * Bind ClearFlags, this should probably be implicit * Just use DepthNormalPrepassLayer, use depthnormal mode again * Remove old no-normals depth prepass, keeps things simple, effects that we use will need to rely on depthnormals, doesn't add too much cost * Fix typo on gtao * Reconstruct Normals::Sample from depth if underlying texel doesn't use DepthNormal mode https://files.facepunch.com/sampavlovic/1b2711b1/DdYOdR9WrI.png * DepthNormals mode fallback if shader doesn't have it * Pass screen size to managed texture we create for depthnormal gbuffer, dimensions must match the swapchain, which resized viewports don't match * Apply offset when sampling Prepass Normals https://files.facepunch.com/sampavlovic/1b0411b1/dfC5VELlYw.png * Use Depth MODE instead of DepthNormals for DepthNormals * Enable shadow fast pass properly, make it use depth_only shader * update shaders with depthnormal * Shader template uses S_MODE_DEPTH combo
6 Days Ago
Dresses female versions
6 Days Ago
Downsample does gamma correction if doing gaussian blur, fixes NAN and overbrightening on glass, ui blur and bloom2
6 Days Ago
Delete unused When voices are being culled, prioritize playing sounds that were created last Fix DspVolume system not playing volumes with priority < 0
6 Days Ago
In my tests there are less hitches without servergc Use GCLatencyMode.SustainedLowLatency performance API uses new lock Tweak mixing thread to release audio thread between samples
6 Days Ago
Asset browser: Fix drag-dropping of files from explorer onto asset browser, don't allow inside cloud browser Cloud browser: update list after uninstalling a package Don't reference `facepunch.concrete_barrier` inside `default.surface` 🙈 Cloud browser: allow setting default view, shows when cloud browser initialises, persists between sessions https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_x9RRYJZp8G.mp4
6 Days Ago
Fixed map selection not working if using CreateGameModal
6 Days Ago
Don't process incoming transform update if predicted and we own it (handle reconciliation later?)
6 Days Ago
Navigation Links (#1833) Allows to place and edit nav links. Links are considered by pathing and agents will be able to traverse them. Link traversal is customizable via code: - Links can be inherited to customize behavior. - Agents have an delegate that is invoked when they start/stop traversing a link. Detailed Instructions: https://sbox.game/dev/doc/navigation/navmesh-links/ https://files.facepunch.com/lolleko/2025/March/05_17-11-MadCrayfish.mp4 https://files.facepunch.com/lolleko/2025/March/05_17-14-CraftyOropendola.mp4
6 Days Ago
Remove unused snd convars
6 Days Ago
Bloom2 https://files.facepunch.com/sampavlovic/1b2711b1/FGDhgt0i6B.png https://files.facepunch.com/sampavlovic/1b2711b1/zuIstGTQuO.png https://files.facepunch.com/sampavlovic/1b2711b1/sg0ZpXbsVz.png
6 Days Ago
Remove additional stack trace in callback batch completly, performance hit is too big unfortunately Also caused weird NREs in some cases
6 Days Ago
Clear non-menu resources in ResetEnvironment()
6 Days Ago
Added Curve.Ease, Curve.EaseIn, Curve.EaseOut and Curve.Linear statics. Also added curve.Reverse() and updated CurvePresets to use the new statics. Resolves Facepunch/sbox-issues#7785
6 Days Ago
LTC Area Lights experiment
6 Days Ago
Always clear ResourceLibrary in ResetEnvironment() We're rebuilding TypeLibrary, so we can't let resources leak containing old types. Leaking like this would happen when running `reconnect`. We let IMenuDll reload whatever it needs after clearing ResourceLibrary. Fixes Facepunch/sbox-issues#7776
7 Days Ago
Add obsoleted Value back to PerChannel<T>
7 Days Ago
Clear non-menu resources when reconnecting Fixes Facepunch/sbox-issues#7776
7 Days Ago
GameInstance: fix OnPackageInstalledToContext leak A new handler was getting added each reconnect
7 Days Ago
Only assert `Calling awake on XXX but active scene is YYY` in game/during play 6cec910 has been resolved and the assert now only fails for for false-positives/non-issues in editor, which is annoying.
7 Days Ago
Remove unused mixgroup system Give each CBinauralEffect its own hrtf Add Mixer.MaxVoices (defaults to 64), process voices and sampling over multiple threads Increase mixahead time slightly Add world collision group by default, default sound group to ignore everything but collide with world Fade between dsp volumes takes 1s instead of 0.5s Mixing thread yields instead of sleeps. Lots of little work instead of bug chunks. Occlusion tags are defined on the mixer instead of being linked to the collision group "sound" Make PerChannel<T> not allocate an array internally Replace IPLDirectEffect with our own version, since it's not doing anything too special Use SteamAudio binaural by default but add snd_steamaudio, false sets to our own shitty version Add world tag to map world physics, use "World Physics" for world physics tags Tweak snd_lowpass defaults
7 Days Ago
SyncFlags.Predicted. go.Network.Predicted
7 Days Ago
Add HudPainter.DrawTexture
7 Days Ago
Only enrich CallbackBatch.Execute StackTrace in Editor & Debug builds, as the extra stack trace has a performance impact
7 Days Ago
Fix prefab duplication when dragging prefab into the scene tree widget
7 Days Ago
Enrich CallbackBatch.Execute Exceptions with an additional stack trace to improve debuggability Before https://files.facepunch.com/lolleko/2025/March/05_09-08-DeadCommabutterfly.png After https://files.facepunch.com/lolleko/2025/March/05_09-08-ElegantEwe.png
7 Days Ago
female shirt versions update Most shirts fit to the female human body, few left to do + dresses
7 Days Ago
JsonIgnore these
7 Days Ago
Standalone: initial support for /unsafe, clean up compiler options, rework project settings stuff to use "Standalone Only" instead of "Whitelist Enabled"
7 Days Ago
Fix numpad KeyEvents using the incorrect name when binding from the editor. Resolves Facepunch/sbox-issues#7778
7 Days Ago
Make Blur postprocess much faster while being also higher quality by using mip chain instead of doing gaussian blur inline
7 Days Ago
EditorHandleAttribute show base sprite for inherited types
7 Days Ago
Add texture barriers for Graphics.MipmapGen, ensures that mips for bloom2 won't be read from the previous frame
7 Days Ago
Move tonemap to commandlist so that it's rendered over postprocesses that uses commandlist
7 Days Ago
Shader template uses S_MODE_DEPTH combo