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22,850 Commits over 1,642 Days - 0.58cph!

6 Months Ago
Restore functionality to clear interpolation over the network with new system
6 Months Ago
Select target object when inspecting ActionGraph
6 Months Ago
Make ActionGraphStackLineHandler pattern more lenient Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics Refresh diagnostics when saving an Action Graph Only Show() each Action Graph MainWindow once Inspecting a cloned ActionGraph edits original (#1663) Write null instead of trying to serialize invalid GameObject / Component Attempt to support both types of prefab instances in one places Don't PostDeserialize child objects multiple times
6 Months Ago
Optimize ModelRenderer.Tint Fix MetaData.Get error Warn in TcpSocket when there's a socket exception on connecting Fix startup exception when not using Gregorian calendar Don't report errors created by us, in non retail builds Cancel launcher fade in if they already closed the window
6 Months Ago
Inspector component edits use nicer undo system instead of whole scene
6 Months Ago
Json ignore this in case it needs it
6 Months Ago
Add CameraComponent.RenderTarget to render allow rendering to texture https://files.facepunch.com/layla/1b1211b1/sbox-dev_N5LTZuJHYE.mp4
6 Months Ago
Better handling for prefab variables that aren't hooked up to anything, Facepunch/sbox-issues#6116
6 Months Ago
Avoid multiple undo entries when editing GameObject transform/name in inspector
6 Months Ago
Attempt to support both types of prefab instances in one places
6 Months Ago
Always do vmdls as a large network download, Facepunch/sbox-issues#6181
6 Months Ago
Write null instead of trying to serialize invalid GameObject / Component
6 Months Ago
Asset categories
6 Months Ago
Fix windows popping up on hotload
6 Months Ago
Make ActionGraphStackLineHandler pattern more lenient Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics Refresh diagnostics when saving an Action Graph Only Show() each Action Graph MainWindow once Inspecting a cloned ActionGraph edits original (#1663)
6 Months Ago
Add UI_OVERLAY_LAYER Add new layers to pipeline DisplayInfo uses OrderAttribute [InlineEditor] has a Label option RenderComponents have RenderOptions, let you choose a layer to render on The logic for marking ControlWidgets as readonly doesn't really work ControlSheet observes [Order] Fix MaterialOverride not removing Fix UI overlay depth
6 Months Ago
Basic filters https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_CsbSssrrui.png Tag prefix provider Don't need prefix for autocomplete https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_8lj3rVaSwA.png
6 Months Ago
Add some protection when opening CGameController, don't open from constructor, add static initializer for controller which can return null if something went wrong, also, don't use a fixed-size array for controllers, so we're not hard-capped at 4 Static initializer in CGameController instead of CInputSystem If SetLEDColor failed somehow, managed LEDColor would be out of sync - but this is gonna get redone soon anyway..
6 Months Ago
Re-instate these long-obsolete methods for now because something is still using one of them :(
6 Months Ago
Ensure last update is sent properly when ownership changes (Fixes Facepunch/sbox-issues#6394)
6 Months Ago
Set the GameEditorSession as active when tabbing to game view in playmode, resolves Facepunch/sbox-issues#6393
6 Months Ago
hammer: Don't append to EditorReferences when gathering them, start again from scratch - helps clearing out old refs that a map might not rely on anymore
6 Months Ago
Fix performance regression if ModelRenderer changes tint often
6 Months Ago
Latest service models Fix NRE in MapInstance.UpdateDirtyReflections Add Model.Morphs Add IJsonPopulator - internal for now Added StartFolded to GroupAttribute Refactor ControlSheet ControlSheet groups remember their open/close state Hide the entire group if all the controls are ShowIf'd out Add SkinnedModelRenderer.Morphs
6 Months Ago
Don't add more lights to visible list than the list can permit, this relatively low limit is silly but don't want to break api until frustum tiled cull is here https://files.facepunch.com/sam/1b1011b1/parsecd_CiKjzyScdq.mp4
6 Months Ago
Fix modeldoc not cleaning up a embedded preview, causing an invalid thumbnail listener to stay around which sometimes causes a crash when a thumbnail is generated
6 Months Ago
Don't add more lights to visible list than the list can permit, this relatively low limit is silly but don't want to break api until frustum tiled cull is here https://files.facepunch.com/sam/1b1011b1/parsecd_CiKjzyScdq.mp4
6 Months Ago
Lightbinner caching experiment, AddLight still sucks and we need to deal with shadows and faster insertions https://files.facepunch.com/sam/1b1011b1/NkiL7ryaEs.png
6 Months Ago
Fix terrain gizmo bounds
6 Months Ago
Revert "Fog Fix (#1661)", causing some slowdown problems, will be brought back shortly This reverts commit f0981cbaf9679a34c219f57cd232a638f60d463f.
6 Months Ago
Citizen: added "blink" pose parameter + "Eyes_1D" sequence
6 Months Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Add lights to lightbinner through CLightObjectDesc::OnSceneObjectVisibleInView instead of LightBinnerStandard::AddLights
6 Months Ago
Move ChangeAttribute back to Sandbox.System but put the callback in Sandbox.Game so we don't break anything.
6 Months Ago
Update docs
6 Months Ago
Upgrade ChangeAttribute to support any property not just for [ConVar], so it now works with [Sync], too. Move ChangeAttribute to Sandbox.Game so it can use TypeLibrary for CodeGenerator wrapped property stuff. Resolves Facepunch/sbox-issues#6386
6 Months Ago
More accurately synchronize Time.Now between clients. Fixes Facepunch/sbox-issues#6326 (at least with the repro they attached.)
6 Months Ago
Fix clearing ModelRenderer.MaterialOverride
6 Months Ago
Fixed Sync attribute / CodeGenerator wrapped properties ignoring existing modifiers (Fixes Facepunch/sbox-issues#5867)
6 Months Ago
Move rigidbody start asleep until after colliders are added - otherwise it's not going to do jack shit Add Prop.StartAsleep, this is common enough to justify adding to prop
6 Months Ago
Expose IsValid() to ActionGraph https://files.facepunch.com/ziks/2024-09-09/rwuGmEnsdg.png Fixes Facepunch/sbox-issues#6376 Group object-targetting utility nodes
6 Months Ago
Support empty <style> block in .razor files Resolves Facepunch/sbox-issues#2725
6 Months Ago
Clear texture after creating texture if no data was set, instead of refcount hack
6 Months Ago
-allowlocalhttp works for WebSurface in editor only. Also limit Http local http to editor and headless (dedicated server), players should never be able to accidentally opt in Facepunch/sbox-issues#5774
6 Months Ago
Update compiled shaders with relative cubemap luminance
6 Months Ago
Fog Fix (#1661) * Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants * VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore * Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit * Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png * These convars don't do anything or are redundant, some notes for tiled rendering in the future * Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps * One lightbinner per volumetric fog rather than creating it every frame * Start removing fog clipmap rendering, there are better ways to do this and it's massive * Disable clipmaps on managed code, clean up shader code * Remove VR-specific frustum stuff from volumetric fog * Get rid of redundant data * Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one * TAA stub * Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality * Proper fog TAA with ping-ponging accumulation textures * Iterate fog denoising * Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer * Final cleanup, fix fog density, fix obsolete error
6 Months Ago
Handle WebSurface.Url null, remove duplicate private url check Fixes Facepunch/sbox-issues#6380
6 Months Ago
Optimize FillDefaultsGenerated
6 Months Ago
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png These convars don't do anything or are redundant, some notes for tiled rendering in the future Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps One lightbinner per volumetric fog rather than creating it every frame Start removing fog clipmap rendering, there are better ways to do this and it's massive Disable clipmaps on managed code, clean up shader code Remove VR-specific frustum stuff from volumetric fog Get rid of redundant data Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one TAA stub Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality Proper fog TAA with ping-ponging accumulation textures Iterate fog denoising Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer Final cleanup, fix fog density, fix obsolete error
6 Months Ago
Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer Final cleanup, fix fog density, fix obsolete error
6 Months Ago
Don't use strong handle here, just temporarily increment refcount, I don't trust using strong handle here