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22,846 Commits over 1,642 Days - 0.58cph!

6 Months Ago
Fix holding ALT not providing gizmo inputs. Resolves Facepunch/sbox-issues#6495
6 Months Ago
Make Resource IValid, not valid when not yet loaded/missing Replacing deleted assets is treated as new, triggers reload events properly Deleting/replacing prefabs updates instances in open scenes Prefabs: register promise for missing source files, update inspector UI to show missing Add chunky mode to ResourceControlWidget
6 Months Ago
Fix Close On Launch not being saved properly in Startup Window (Fixes Facepunch/sbox-issues#5718)
6 Months Ago
Fix logs being cleared too late when Clear Console On Play is checked (Fixes Facepunch/sbox-issues#6103)
6 Months Ago
Fix map fog sometimes not scaling by fogcontroller Fix duplicate not working on NotSaved gameobjects
6 Months Ago
Don't print the name of every loaded resource
6 Months Ago
Only update sphere shape when changed Cache transform origin for sphere collider when built, use that when resizing
6 Months Ago
Make sure resources created from native keep their correct path even when using fallback (error.vmdl etc) Make missing resource references more obvious in inspector https://files.facepunch.com/solw/2024/September/23_14-27-LawfulPika.png
6 Months Ago
Bullshit file filtering Add option to show only assets Refactor list drawing Put type icon in top left
6 Months Ago
Move a bunch of shit from GameNetworkSystem.* to Networking.*
6 Months Ago
Revert that experiment, there is no benefit HashSetEx actually doesn't need to defer adds
6 Months Ago
NetworkSpawn() with no arguments will use Connection.Local as the owner (like it used to)
6 Months Ago
External change detection for scenes and prefabs use the source, should resolve messy external change detection, especially on new projects
6 Months Ago
Revert "Remove GetAllComponents( Type type )" This reverts commit 1df4c2e1841f058432fdb446fccd5dcb93e0648f. Implement GetAllComponents( Type type )
6 Months Ago
Log files use the process name Remove GetAllComponents( Type type ) Experiment: Does the boxing to object make any difference here
6 Months Ago
Fix hotload struct array block copy
6 Months Ago
Update TargetFramework to net9.0 Fix changed MemoryMarshal.Write HotloadDll checks for net9.0 Replace FormatterServices.GetUninitializedObject with RuntimeHelpers.GetUninitializedObject Package updates Use ReadExactly instead of Read Fix MemoryMarshal.Write usage Comment out obsolete for now Disable PatchAMSI Update compiler embedded refs Update embedded System.Runtime.Versioning.TargetFramework version processor ignore net9 folder too Whitelist System.Runtime.CompilerServices.NullableAttribute Whitelist NullableContextAttribute Whitelist RefSafetyRulesAttribute
6 Months Ago
AnimGraph: Keep track of cycle for updating state machine blend weights instead of calculating from anim time, should fix dodgy blends when playback speed fluctuates
6 Months Ago
ModelDoc: Fix obj loader not making use of object name, causing bad mesh names
6 Months Ago
Remove unused
6 Months Ago
Revert "Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check" This reverts commit e08435cdc7b5412e81fa752af22c2eb35b48ce4c. Revert "Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes" This reverts commit 858eebcfd1e95eb0cd13cbf32043d39d8a4622b1.
6 Months Ago
Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check
6 Months Ago
Fix GameObject.NetworkSpawn(null) spawning as host instead of spawning with no owner. Fixes a few games.
6 Months Ago
GameTransform.DisableInterpolation is a static, remove AddToInterpolationSystem + RemoveFromInterpolationSystem Reduce HashSetEx initial size Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes
6 Months Ago
Test HashSetEx with iteration counter and deferred changes Fix NRE in UndoGameObject
6 Months Ago
Lets try this "real" ConcurrentHashSet to see if it matches the performance of the old BufferedHashSet. I have a feeling we're going to be better off special casing the collections for our updates to maximize perf
6 Months Ago
Human: more skinning updates focused on polishing height scale squash & stretch as well as volume preservation on elbows & kneecaps
6 Months Ago
Fix "path cannot be empty" when opening object menu
6 Months Ago
Since BufferedHashSet is more expensive now, lets try to avoid it where we don't need the concurrency
6 Months Ago
Don't repeat NetworkSpawn logic, filter down to one function
6 Months Ago
Network the GameObject enabled status
6 Months Ago
Add ISceneLoadingEvents - Allows listening to events related to scene loading and creating loading tasks Add Game.TakeScreenshot ComponentFlags.NotSaved is ignored when networking Move ShouldSave logic to SerializeOptions
6 Months Ago
Adding OnUpdate etc will refresh directory on hotload - avoiding the need to stop and start the game for them to start working Change BufferedHashSet to use a ConcurrentDictionary under the hood This hopefully fixes issues occurring when iterating multiple times, inside itself, and Count not changing until iterating. We should rename this to ConcurrentHashSet at some point. Make objectindex a BufferedHashSet so Scene.GetAll<T> doesn't suffer from modified while iterating Add GameObjectSystem<T>
6 Months Ago
Fix Custom Cursors not being cleared when returning to S&box Main Menu.
6 Months Ago
GameObjectSystems can implement scene events * Replace Scene.GetAllComponents<T> with Scene.GetAll<T> * GameObjectSystems can implement scene events (Scene.RunEvent<T>) * GameObjectSystems can implement INetworkListener
6 Months Ago
Fixed joint sets linear angular spring maximum force to float max, this is the default, not zero
6 Months Ago
Fix prop gibs not making use of placementOrigin attachment when it exists, causing some gibs to be spawning at incorrect origin https://files.facepunch.com/layla/1b2111b1/sbox-dev_LApwRRrbZ8.mp4
6 Months Ago
Null check these too
6 Months Ago
Fix NRE caused by "Fix Duplicated Entries in Create GameObject Menu"
6 Months Ago
Improve search performance
6 Months Ago
List view shows time & modified date Those folders should have been blue Show file sizes in list view https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_fjHVEp2Awp.png
6 Months Ago
Just get rid of F_DISABLE_Z_PREPASS entirely, it's not applicable for users to set it, static overlay uses BoolAttribute( NoZPrepass, true ); directly
6 Months Ago
Fix action graph target types in resources
6 Months Ago
Nicer display info for interface types, icon for event methods Added scene.run node https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4
6 Months Ago
animation: none clears animation Clear ragdoll bone initial positions after using them
6 Months Ago
use default depth_only combo for skin Remove F_DISABLE_Z_PREPASS from shaders except if you want it explicit, remove it from eyeao until we recompile shaders
6 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
6 Months Ago
Fix Duplicated Entries in Create GameObject Menu
6 Months Ago
Clothing Updates
6 Months Ago
Add sbyte, short, ushort to IntegerControlWidget