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20,711 Commits over 1,522 Days - 0.57cph!

Today
Fix clothing using the wrong skin
Today
VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
Today
izIsSoft changes
Today
Add Distance and Falloff to Voice Transmitter
Today
Split up generation procedure into more functions Convert obstacles from World to NavSpace
Humans: skinning updates Humans: more skinning updates & prefab changes Merge branch 'master' of sbox
Today
More cleanup, early out if disbaned or toxic
Today
Some cleanup
Today
Dispose of navmesh + heightfield generators Add native obstacle rasterization for box, cylinder and convex shapes
Today
More fixes
Today
Upgrade remaining old vmdl files so I can delete all this legacy model code
Today
Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that
Today
Split generator Into HeightField and NavMesh generator
Today
UI: Expose UI.WorldInput.Hovered inside WorldInput component
Today
Testing with handshake process fixes if host changes during handshakes...
Today
VR: check for headset in PreInit() instead of Init()
Today
VR: init g_pVrSystem before finishing material system setup
Today
First fix map override task when using launcharguments.map
Today
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet Don't return components on objects that are IsDestroyed
Today
Initial tile cache skeleton
Today
Fix mass ratio typo in box3d Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4
Today
Fix mass ratio typo in box3d Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4
Humans: added citizen_human_female_staging.vmdl
Yesterday
Human Hair Updates
Yesterday
Editor: When losing focus of scene hierarchy rename popup, treat it as a successful rename
Yesterday
AssetBrowser: stopped pinned asset bricking the whole sidebar
Yesterday
Add recast/detour tile cache
Yesterday
AssetPublishWidget: when ticking publishing, update the widget properly instead of having to de-select and re-select asset
Yesterday
Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968
Yesterday
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704) - Also tracking pressed controller buttons now
Yesterday
CollisionSoundSystem uses ISceneCollisionEvents
Yesterday
Fix TextArea not updating on value change
Yesterday
Add ISceneCollisionEvents
Yesterday
Add a bunch of stats to ingame console
Yesterday
Human Hair Update
Yesterday
Simplify networking options in header bar in editor - drop down options in Network for Simulate Lag, Lobby Privacy
Yesterday
Fix typo
Yesterday
Optimize navmesh geometry collection by fully utilizing the BVH of a physics mesh
Yesterday
Clear volumetric fog texture on creation, this seems to could've caused problems even back on Alyx but issue is bigger now that we don't write to all volumetric fog froxels at once Fix ClearUnorderedAccessViewUint not clearing properly for Texture2DArray and Texture3D
Yesterday
Handle TcpSocket not being able to start more gracefully
Yesterday
Auto Switch to Best Host Candidate (#1705) Previously anyone could be assigned as a host when the host leaves. Now we'll score lobby members by their average ping and average connection quality to all other peers and use that score to determine who to give the host to. When a host leaves, we'll try to find a good candidate and set the owner immediately first, but if that fails, it'll happen the next time someone is automatically assigned to be the host. Previously, a connecting client could be assigned the host, but this is no longer the case as clients must be fully connected to be considered as a candidate. In addition, we'll periodically attempt to find and change to the best host candidate. This particular behavior can be disabled per project or per lobby.
Yesterday
Stop reloading cookies, history etc whenever the asset browser becomes revisible Move project-aware location logic to AssetBrowserLocation, special cases for Core/Citizen, use root title in path widget Refresh asset browser sidebar, hide built in content behind 'Show Base Content' toggle FindProjectByDirectory prefers closest match in case of nested project paths (eg libraries) Disable ShowBaseContent by default Fix long FolderNode labels getting cut off early Selecting sidebar node for current location works with all node types
Yesterday
Add server tags as LobbyInformation.Data
Yesterday
Remove this log
Yesterday
Fix vox category
Yesterday
Some tidy up, improvements to algo
Yesterday
Convar
Yesterday
Optimize navmesh generation by pooling generators (#1703) This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
Yesterday
Multiplayer/networking project settings. Add option to change Destroy Lobby When Host Leaves and Auto Switch To Best Host. Defaults can be set in Project Settings but can be overriden via Lobby Config.
Yesterday
Improve navmesh generator cleanip Reenable AssertNoGraphErrorsInScene test