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22,893 Commits over 1,642 Days - 0.58cph!

8 Months Ago
Fix warnings in ParticleVector3ControlWidget
8 Months Ago
Revert "Add LargeNetworkFiles table" This reverts commit 7365c616af37ef1665abe4961344013815e89b70. Accidentally rebased master onto a branch - Metapyziks
8 Months Ago
Add LargeNetworkFiles table Respect JsonIgnoreAttribute when serializing component properties We were already checking it for fields
8 Months Ago
Add LargeNetworkFiles table
8 Months Ago
Add ParticleVector3
8 Months Ago
Support more than 1 gamepad input action with the same button
8 Months Ago
Fix errors when first creating terrain, make sure it's all updated, don't render without storage Only recreate clipmap if we have to, this takes time to build
8 Months Ago
Created EditorKeybinds.cs with a few starting keybinds Move Keybinds into EditorPreferences since that makes more sense Add RegisterShortcuts() function whenever shortcuts are registered and use the EditorPreferences keybind instead of hardcoded string Added Editor Keybinds page to EditorPreferencesWindow Subscribe all RegisterShortcut voids to keybinds.update EditorEvent https://files.facepunch.com/CarsonKompon/2024/July/10_21-46-TautDuck.mp4 Create shortcut for EditorCycleViewMode Make Keybinds page scrollable, add Reset to Default button, and add Are You Sure popup to Reset button Use TitleAttribute for keybind names https://files.facepunch.com/CarsonKompon/2024/July/10_22-23-FakeGourami.png Add AllowModifiers to KeyBind widget, set to true for Editor Keybinds Page (Allows you to bind CTRL+SHIFT+ALT+Whatever) Some FileOption binds, but they dont auto-update yet. Will need to find a good way to do that for Option entries Call keybinds.update EditorEvent on Reset to Default Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds Need to call this after EditorTypeLibrary is created Register shortcuts elsewhere and remove some option shortcuts Change default shortcut type Register shortcuts on hotload Convert some older shortcuts into the new [Shortcut] attribute Change shortcut defaults Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides) Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds EditorShortcuts rebinding actually works now, much more lightweight than prior version Make user overrides save properly Get Name and Group properly, allow attributes to override. Get keys from shortcut name in Option.cs Allow non-static method shortcuts since there seems to be a good chunk of those Stop feeding shortcut to Options for now Fix size of Editor Keybinds page Fix using the wrong widget for non-static shortcuts Move EditorPreferences.Keybinds over to new [Shortcut] attribute system on each function Completely remove EditorPreferences.Keybinds Change name/groups for a few shortcuts Order categories by name in PageKeybinds Remove some debug logs Create Texture Editor and Actiongraph shortcuts Create ShaderGraph, Hotspot Editor and some more scene shortcuts Add GameObject/Transform shortcuts and fix static method issues. Made grid size shortcuts Window type instead of Widget type Make all the different editors share a few binds (So there's not a Copy,Cut,Paste,Undo,Redo,ect. per-editor) Make classes with [Shortcut] attribute properly rebindable (used for editortools) Cleanup shortcut groups Added individual Revert button when bind is different from the default https://files.facepunch.com/CarsonKompon/2024/July/12_08-54-UnimportantTarantula.mp4 Qt Option now takes shortcut ident (eg. "editor.undo") and internally resolves bind (eg. "CTRL+Z"), updating when changed. No longer registers shortcut internally when set. Shortcuts with Function Keys are always to editor even when Game Frame is in focus F3 and F5 editor commands are now Shortcuts like everything else Fix shortcut not displaying on Align To View option Fix SaveMixer being static Change "F5" -> "editor.toggle-play" on Play menu option Cache the overrides so we don't have to keep checking against EditorCookie Super minor cleanup Rename Name -> DisplayName so there's no conflict on KeybindPanel Fix ShortcutOverrides not loading properly Use CodeToString(ButtonCode) instead of the weird enum parsing I was doing.
8 Months Ago
Wake touching when disabling a body, why would we not want to?
8 Months Ago
Some games rely on map having a collider
8 Months Ago
CollisionEventSystem has less reliance on Collider MapInstance uses SceneMap instead of Map so it can manage it's own collision. Build collision from physics group desc instead of using CreateAggregateInstance
8 Months Ago
Fix map collider destroying body when it shouldn't, causing a crash when map physics aggregate is destroyed
8 Months Ago
For legacy hammer maps, take global volumetric fog scale from VolumetricFogController
8 Months Ago
Fix ortho lights in SceneMapLoader and custom shadow size, note that shadow culling will suck on ortho lights until we change tiled culling to use frusta
8 Months Ago
Fix text renderer scale
8 Months Ago
Don't allow zero quaternion in body transform, check against quat zero and use identity, if we find more invalid quaternions there's extra checks we can do
8 Months Ago
Use IsValid checks in AddShapeCollision, shape/body might have been removed from under us
8 Months Ago
Recreate mesh shape on update, this is the safe option until we get proper fixes
8 Months Ago
Only check for StartupScene in Publish Wizard if Type == "game"
8 Months Ago
Clear triangle cache on mesh update to stop crashes until we get the proper fix
8 Months Ago
Particle sprite alignment mode
8 Months Ago
Range check UpdateMesh on the C# side instead so the user knows they fucked it
8 Months Ago
Fix error when startup scene is set but not immediately recognized
8 Months Ago
Message and remove toast if the download has been cancelled
8 Months Ago
Fix ambient light hanging around and stomping
8 Months Ago
Do the same for UpdateMeshShape because this is likely where the crash is coming from (grubs)
8 Months Ago
Check BVH indexing outside of vertex list, if this is still getting hit then something else is at fault
8 Months Ago
Improved AO darkening on flat surfaces with narrow camera angles ditto Merge branch 'master' of sbox
8 Months Ago
Actually use the new ByteStream
8 Months Ago
Possible fix for queued messages not sending
8 Months Ago
Add download progress notice for cloud assets in editor, Facepunch/sbox-issues#5639 https://files.facepunch.com/solw/2024/July/23_15-25-OverduePekingese.png
8 Months Ago
Add Scene.GetAllComponents( Type ) overload
8 Months Ago
Assert and bail when trying to set physics body to invalid transform
8 Months Ago
Fix Facepunch/sbox-issues#5896
8 Months Ago
Prefab instances must be updated to have at least the tags specified in their prefab (Fixes Facepunch/sbox-issues#5729)
8 Months Ago
Don't download package dlls Compile package on download
8 Months Ago
Fix NRE when opening PublishPage directly
8 Months Ago
Added Warning to Publishing Wizard telling you which issues need to be resolved in order to upload. Don't allow upload if startup scene is not set or is set and does not exist. https://files.facepunch.com/CarsonKompon/2024/July/23_07-24-LovablePaintedladybutterfly.png
8 Months Ago
Added Apply TRS shader graph node https://files.facepunch.com/ziks/2024-07-23/sbox-dev_PnwMGMVjmc.mp4
8 Months Ago
Fixed depth issues, added depth falloff control, added a fade zone for AO Fixed depth bug apparent with rotating camera etc. added a depth falloff control so user can set distance to where AO ends. Then added a fade zone for AO which has a hardcoded small width so that when the camera depth to pixel approaches the cutoff the AO fades out to prevent any popping.
8 Months Ago
Fixed camera distance issue + added fade out ditto
8 Months Ago
Fixed not being able to edit these advanced networking settings in prefab editor - working around NetworkAccessor ref struct
8 Months Ago
This should solve the uploader problems for games above 2.14 GB Fixed GameObjectHeader NRE in prefabs
8 Months Ago
Fix errors when trying to render dynamic cubemaps in editor
8 Months Ago
Don't allow mesh shapes to generate contacts on sensors
8 Months Ago
Update shaders
8 Months Ago
Fix shitty jitter and noise in volumetric fog https://files.facepunch.com/sam/1b2211b1/NDCtmFBjFj.jpg
8 Months Ago
Adjust depth bias for gizmos and debug lines, we have way more granular precision than I thought
8 Months Ago
Add Storage Usage Widget to Publisher Wizard. Useful for finding out what has the largest impact on file size. https://files.facepunch.com/CarsonKompon/2024/July/22_15-25-WellgroomedKomododragon.mp4
8 Months Ago
Cubemapper Fixes (#1627) Refactoring and fixes for Cubemapper, cleaned it up, makes it really WYSIWYG Makes them work on Scene viewport Updates any time they're dirty Barriers should be set properly now Parallax for ambient envmap lighting Diffuse lighting from envmap should be working properly now Cubemap feathering is tighter by default now, should fix some "leaks" now that skybox is also a global cubemap