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17,179 Commits over 1,308 Days - 0.55cph!

Just Now
Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update
22 Minutes Ago
Actually enable it
25 Minutes Ago
Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate
Today
Add overloads for filtering RPC recipients based on a predicate
Today
VR: keep track of input deltas manually
Today
Test Clean up - use TransformInterpolate class Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor. Fix to allow interp property to be set by GameObjectHeader Serialize the interpolation bool with GameObject Combination of fixed update interpolator and networked interpolation buffer. Working nicely Some cleanup Some extra docs + let's call it Query to match the other class Use Time.Now Restore backward compat LerpTo Cull after, ensure move direct to last tx if query out of time but entries remaining Fix formatting Tiny tidyup
Today
RPC in log for consistency
Today
Better docs
Today
Remove duplicate docs
Today
Some fixes
Today
BufferedHashSet<T>: For safely iterating over a hashset that can be modified without needing a copy Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes Sandbox.Game convars work in editor again Codegen IUpdateSubscriber and others on Components that implement those methods Scene update loop only iterates over enabled components that implement each of their methods; OnUpdate, OnFixedUpdate, OnPreRender
Today
Use hasvalue etc
Today
Inverse logic (doh!)
Today
Fix ambigious docs
Today
this can be made private
Today
Add single Connection overloads
Today
Same logic for static Rpcs
Today
Update documentation Add recipient filter struct, type, and Rpc.FilterOnly and Rpc.AllExcept methods Update documentation Change filtertype options Move to Connection.Filter. Can pass optional filter to Broadcast. Use this for Rpcs with current filter. More docs
Today
BufferedHashSet<T>: For safely iterating over a hashset that can be modified without needing a copy Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes Sandbox.Game convars work in editor again Codegen IUpdateSubscriber and others on Components that implement those methods Scene update loop only iterates over enabled components that implement each of their methods; OnUpdate, OnFixedUpdate, OnPreRender
Today
Always explicitly keep a reference to delegates passed to native (#1546)
Today
Always explicitly keep a reference to delegates passed to native (#1546)
Today
BufferedHashSet<T> Use BufferedHashSet<Component> to safely iterate components without a copy Name this ComponentSubscriberInterfaces, name interfaces IUpdateSubscriber etc.
Today
Fix build
Today
Write the version id with downloaded package Update library template Update library template Cleanup
Today
Test out this iterator safe workset collection, this probably has some fancy standard name
Yesterday
Codegen adds Sandbox.Internal.IWantsOnUpdate etc. when those methods are found on Component derived classes New update mode, iterating over components with IWants interfaces Sandbox.Game convars work in editor again Run legacy game loop on older assemblies Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes Check Component.IsValid() just in case they've been immediately deleted
Yesterday
Add mutex on read/writing m_CulledLights, guarantees it won't be overwritten twice while doing a callback before finishing rendering next frame or would write while allocating lights
Yesterday
Fix baked fog on scenes, only enable volumetric fog if there are any fog volumes in scene https://files.facepunch.com/sampavlovic/1b2511b1/image%20%289%29.png
Yesterday
Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently Don't make asset metadata for cloud assets, since we're mounting downloaded cloud stuff first, asset browser tag code is generating fake metadata for all this cloud stuff and causing problems when we're wanting the real metadata
Yesterday
CitizenAnimationHelper: FootShuffle becomes more generic MoveRotationSpeed, update docs for what this parameter is doing now
Yesterday
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
Yesterday
View package details Fix local packages not showing detail Start on Uninstalling, Switching Versions Cleaner library adding
Yesterday
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
Yesterday
Shorten that prop name
Yesterday
Ensure can't use different RPC attributes together, doesn't make sense
Yesterday
Add some more documentation to the other RPC attributes
Yesterday
lb_indexed_pointlight_shadows. By default for now, don't cast shadows to indexed point lights if the cvar is set, rarely worth anything useful
Yesterday
🧹
Yesterday
Implement MethodArguments attribute, use it for UnicastAttribute ensure that first parameter is Connection
Yesterday
Fix file move on vpc for shadowmap_texturebarrier_renderer.h
Yesterday
Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply Pass per view lighting constants to shadow, transition barriers to fog
2 Days Ago
Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight
2 Days Ago
Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system
2 Days Ago
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it
2 Days Ago
Shift StartCentered property and logic out of Widget and into Window/BaseWindow, plus special cases fixes for splash and launcher Prevent main editor window from attempting to centre on itself
2 Days Ago
Codegen adds Sandbox.Internal.IWantsOnUpdate etc. when those methods are found on Component derived classes New update mode, iterating over components with IWants interfaces Sandbox.Game convars work in editor again Run legacy game loop on older assemblies
2 Days Ago
Move ControlModeSettings into Sandbox.Engine (from tools addon) Launcher displays VR button for projects with VR support Add quick editor option to enable/disable VR without restarting the editor
2 Days Ago
Tiny tidyup
2 Days Ago
New Hat - Trapper Hat Cosy winter hat, LODs coming asap https://files.facepunch.com/daniel/1b2411b1/sbox-dev_LhRhTPsrhS.jpg
2 Days Ago
Publish: handle libraries referencing each other during compile