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22,836 Commits over 1,642 Days - 0.58cph!

5 Months Ago
More docstring elements https://files.facepunch.com/ziks/2024-10-21/sbox-dev_l5UcrtR1tm.png Courtesy of bringing my laptop on some long train journeys this weekend Clothing Updates Show unambiguous ident subdirectory path in project creator window, resolves Facepunch/sbox-issues#6609 Bring back automatic default project names (My Project 1, 2 etc) now we use idents for project subdirs (and have for ages) Smite the random third-party cloud references in core assets Clothing Updates Move joint attachment mode and local frames to base joint, all joints should have these Unfuck native physics interface for creating joints, they should all pass in local frames, it's up to C# to calculate local frames for desired setup Merge branch 'master' into asset-browser-2
5 Months Ago
Unfuck native physics interface for creating joints, they should all pass in local frames, it's up to C# to calculate local frames for desired setup
5 Months Ago
Move joint attachment mode and local frames to base joint, all joints should have these
5 Months Ago
Clothing Updates
5 Months Ago
Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders
5 Months Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler VrMonitor goes long unused since we removed SceneMonitor & VR Multiview Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao AO on lighting pass GTAO stub, remove sdf.hlsl (until we meet again 🫡 ) Iterate gtao Iterate GTAO Iterate GTAO Calculate gtao depth and normals properly, use inverted depth for gtao Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats Remove old SDF functions entirely (byebye) Iterate GTAO, works almost perfectly ingame, add noise function to it [pick] Add Motion.hlsl for motion vectors Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer Update texture formats and remove unused code Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation Proper TAA, option for spartial or temporal blur SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness Add generic TAA filter to Motion.hlsl Sensible defaults and final tweaks Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
5 Months Ago
Show unambiguous ident subdirectory path in project creator window, resolves Facepunch/sbox-issues#6609 Bring back automatic default project names (My Project 1, 2 etc) now we use idents for project subdirs (and have for ages) Smite the random third-party cloud references in core assets
5 Months Ago
Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
5 Months Ago
Show file name + extension
5 Months Ago
Show asset name if only deleting one asset https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png
5 Months Ago
Sensible defaults and final tweaks
5 Months Ago
Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative)
5 Months Ago
Add generic TAA filter to Motion.hlsl
5 Months Ago
Display "Everything" / "Recents" in address bar when those are active
5 Months Ago
Sort recents properly
5 Months Ago
Fix FindItemsThatStartWith
5 Months Ago
Implement basic viewing of net stats per connection in Networking tab of Console - GetStats public on Connection for this to be available ( https://files.facepunch.com/conna/1b2111b1/Medal_Pzi3rxHXV8.mp4 )
5 Months Ago
Clothing Updates
5 Months Ago
More docstring elements https://files.facepunch.com/ziks/2024-10-21/sbox-dev_l5UcrtR1tm.png Courtesy of bringing my laptop on some long train journeys this weekend
5 Months Ago
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▇▌▊▇ █▊▊ ▍▉▊▌▆ ▆▄▍▋▍▍▆▊ ▄▍ ▆▇▍ ▄▋▆█▉▅▉ █▄ ▊▆▅▄▅▊ ▇▍▋ ▋█▅█▍ ▍▌▄██ ▇▊, ▇▊▇█ █ ▍█▉▄█▇▌▅ █▋▊▌ ▋▊▇▅▆://▉▍▋▉▋.▆▉▉▋▄▄▇▆▉.▌▊▊/▋▍▇▋▆/▄▇▆▉▆▆▅▊/▌▄▉▅-▄▇▋_▌▅▅▄█▊▆▋▋▅.▅▋▆ ▄▍█ ▋▉▆▌▇ ▆▅▄ ▆▇ ▅▅▄▌▅ ██ ▌▌▉▌▇▆▊▋▊.▉▇▄▉▌▉▍▊▋▊▌█▇▉▍ ▄▋▅▉▅ ▋▌▄▊▇▇ '▆▇▊█▇▊' ▄▋▋▋ ▄▋█▊▆-█▅▉▊▍█▆-▉
5 Months Ago
Fix index out of range in HashSetEx.EnumerateLocked
5 Months Ago
Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection
5 Months Ago
Factor in surface velocity when solving linear friction constraint Add PhysicsShape.SurfaceVelocity Add Collider.SurfaceVelocity - Sets the local velocity of the surface so things can slide along it, like a conveyor belt https://files.facepunch.com/layla/1b1911b1/sbox-dev_0LL7vekKM3.mp4
5 Months Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc Normalize map path name Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it Trim world builder Implement CMapGameObject::Copy Sync native transforms to managed Scene changes (new component, prop edits, etc.) mark Hammer map as having unsaved changes (otherwise it refuses to save) Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene
5 Months Ago
Reference formatting tweaks https://files.facepunch.com/ziks/2024-10-19/sbox-dev_UakhR0G0Jj.png
5 Months Ago
RigidBody.CollisionUpdateEventsEnabled is disabled by default
5 Months Ago
Apply EnableTouchPersists on collider shape create Tweak MassOverride to not call MakeDirty
5 Months Ago
Some nicer description formatting for tooltips Show return value descriptions in action graphs Fixes Facepunch/sbox-issues#6636 Expose Sandbox.Achievement to TypeLibrary / ActionGraph Fixes Facepunch/sbox-issues#6637
5 Months Ago
Dynamic and managed scene objects draw bounds properly Fixed TextBlock adding margins when it didn't need to TextRenderer GameObject gets bounds (so draws in the correct order)
5 Months Ago
Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness
5 Months Ago
Set D_WORLDPANEL properly when pushing and popping layers Fixes WorldPanel rendering regression sbox-issues/issues/6632
5 Months Ago
Removed unused avatar_menu_map vmap. Prevents downloading a bunch of cloud assets when creating a new project (such as USP_W)
5 Months Ago
Description attrib codegen: support method parameters Fixes Facepunch/sbox-issues#6622 Fix description of expanded outputs
5 Months Ago
Better solution for ignoring empty files for project upload, resolves Facepunch/sbox-issues#6608
5 Months Ago
Fixed blendmode multiply not alpha blending Remove nulls in updateComponents (prevents NREs when hotloading) Add "Position Absolute" to gameobject flag selector TextRenderer uses TextScope (outlines, shadows, letter spacing, italic)
5 Months Ago
Add ability to group selection into new parent GameObject, add bind (CTRL+SHIFT+G), resolves Facepunch/sbox-issues#6587
5 Months Ago
Normalize map path name
5 Months Ago
Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc
5 Months Ago
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
5 Months Ago
Move & scale scene camera speed overlay based on DPI Fixes it being out of place on HiDPI monitors https://files.facepunch.com/alexguthrie/1b1711b1/sbox-dev_59G1WDRdBm.png
5 Months Ago
SCSS calc tests for bare literal values, variables UI: Push root values between building style and cascaded PreLayout Treat worldpanels as layers
5 Months Ago
Add vector3.InverseLerp Add Collider.FindClosestPoint( p )
5 Months Ago
Expose Achievement.Score, resolves Facepunch/sbox-issues#6585
5 Months Ago
Only provide SourceLocationAttribute on primary class declarations, fixes "Open Component.Partial.cs", resolves Facepunch/sbox-issues#6612
5 Months Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open
5 Months Ago
Sometimes ManifoldPoint->Impulse is nan, I don't know if that's expected Add Rigidbody.Touching - which returns a list of triggers that it's currently touching Prevent leaving triggers early when you have multiple colliders - I don't enjoy the amount of complexity this adds
5 Months Ago
Whitelist System.Int128 sbox-issues/issues/6627
5 Months Ago
Proper TAA, option for spartial or temporal blur
5 Months Ago
"Current Project" in Asset Browser is actually the current project, though this is probably already fixed in the new asset browser Resolves Facepunch/sbox-issues#6614
5 Months Ago
Read input config when changing input settings, resolves Facepunch/sbox-issues#6590, Facepunch/sbox-issues#6599