reposboxcancel

16,668 Commits over 1,277 Days - 0.54cph!

5 Days Ago
Fix asset browser not finding files on T and U drives Resolves sbox-issues/issues/4560
5 Days Ago
Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders
5 Days Ago
ShaderGraph: Fix ScreenPosition.XY incorrect component count
5 Days Ago
Sprite shader flips with uv sign Add SpriteRenderer FlipHorizontal and FlipVertical
5 Days Ago
ModelPhysics recreates physics on active model change, fixes some props not initializing physics when created in code
5 Days Ago
Fix all sounds being downmixed to mono
5 Days Ago
Fix terrain trace hit normal
5 Days Ago
Fix BaseSoundComponent NRE Fix stereo sounds playing one channel
5 Days Ago
Fix RedirectFileSystem DirectoryExists case sensitive Remove key when SetMeta a null value Add ConfigData type Save/load Collision data to ProjectSettings/Collision.config Remove obsolete calls
5 Days Ago
Support per triangle physics surfaces on mesh shapes https://files.facepunch.com/layla/1b1411b1/sbox-dev_WzjagCCSeA.mp4
5 Days Ago
Editor startup cleanup & remove Editor.Utility
5 Days Ago
Fix path stretching asset browser size - fixes sbox-issues/issues/4609
5 Days Ago
If we pass in an invalid transform to Steam Audio, just ignore it
5 Days Ago
Fix SerializedList/Dictionary not converting property - fixes sbox-issues/issues/5104
5 Days Ago
Refactor Networking/Connection - fixes sbox-issues/issues/4676
5 Days Ago
Add [RequireComponent] Postprocess components use [RequireComponent] https://files.facepunch.com/garry/436210e0-e5e0-44d2-86b5-3456d99bfa33.png
5 Days Ago
Move Json.Upgrader out of Sandbox,Game, have it filter by type Add GameResource.ResourceVersion Inject version into gameresource saves Change DeserializeToObject to use JsonNodes GameResources can define JsonUpgraders v1 upgraders for SceneFile and PrefabFile Add GameResource.LoadFromJson and use that anywhere we load a GameResource Fix PrefabFile upgrader doing nothing Fix tests, supply upgraders
5 Days Ago
Remove unused UnregisterProperties methods
5 Days Ago
Simplify a bunch - allow setting property if slot not registered
5 Days Ago
Authority RPC now correctly uses invoke permissions from the AuthorityAttribute. When calling Authority RPC, if there's no owner, the target would be the host connection
5 Days Ago
Authority check for network destroy - can never arbitrarily destroy unnetworked objects
5 Days Ago
In the PrefabFile upgrader, upgrade Id to __guid as well if possible, fixes corrupt prefabs from before when it was called Id
5 Days Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c# Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper
5 Days Ago
Fix NRE if destroying object in animation event
5 Days Ago
Ensure PanelComponent finds its parent If PanelComponent gets enabled before WorldPanel it fails to find a valid parent Resolves sbox-issues/issues/5024
5 Days Ago
Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper
5 Days Ago
ImageFormat.Default uses RGBA8888
5 Days Ago
Fixes unable to parse guid error when trying to load properties called "id" but the type is not a guid (Fixes Facepunch/sbox-issues#5181)
5 Days Ago
NetworkMode can't be changed from NetworkMode.Object if we are actually a networked object (_net is valid)
6 Days Ago
Also unregister/register sync properties accordingly when GameObject id changes
6 Days Ago
Null checks in RefreshContacts And some more Allow turning off sound air absorption, turn it off on 2d sounds by default Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one. Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix Set hitbox surface Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies Merge branch 'master' into snapshot-refresh
6 Days Ago
Izabu: Don't try to destroy null proxy
6 Days Ago
It goes here
6 Days Ago
Squashed commit of the following: commit 47efeaea0bb81576b52ff4d89a54ee7af5fdc388 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 20:52:12 2024 +0000 Don't do on the root though save that for the multi-comp PR commit 76e46e982b6a4c8ead92ecc885d1f749ec395b92 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 20:51:20 2024 +0000 When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table commit 18afc037988b12788b42f248370388cde0902e58 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 16:18:25 2024 +0000 Use Id not __id as that is what was settled with for Component Ids commit b7c1219ae1446ed68cec1097c4ab1303d26540f4 Merge: 7ae3c58036 776383e111 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 16:16:11 2024 +0000 Merge branch 'master' into snapshot-refresh commit 7ae3c580369d949873ad17a074e5e46b2b11d5a5 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 16:14:00 2024 +0000 Revert comp ids on this branch commit 646c24eecde1a02bf245e29b37f7829fa2ee3426 Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 20:10:27 2024 +0000 Fix refresh for bones commit cae184ca981106f4a8ae36dd9047cebe372904c9 Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 19:31:16 2024 +0000 OnRefresh commit bfe4c11914f8ec7b823a86efb12c31936e3e7de4 Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 18:24:43 2024 +0000 Serialize id properly commit 1bc68fc59d9705669cad886f29509be9eda7af9c Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 17:46:18 2024 +0000 Component id + prune those for refresh as well commit 273b8af9cc310bfc762be3c72874b9678b73fe6e Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 17:14:56 2024 +0000 Initial commit It goes here
6 Days Ago
Undo this bit
6 Days Ago
Include latest table snapshot with full refresh. Update to support __guid
6 Days Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c#
6 Days Ago
Register and unregister Sync properties for child gos/comps appropriately
6 Days Ago
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies
6 Days Ago
Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one. Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix Set hitbox surface Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR Merge branch 'master' into multi-comp-synvar
6 Days Ago
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR
6 Days Ago
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR
6 Days Ago
Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique
6 Days Ago
Set hitbox surface
6 Days Ago
Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix
6 Days Ago
Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not
6 Days Ago
Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one.
6 Days Ago
Support for multiple components of the same type on a Network Object to have sync vars. Adding support for children of a network object that aren't themselves network objects to have components with Sync vars too
6 Days Ago
Use Id not __id as that is what was settled with for Component Ids
6 Days Ago
IzTriangleHull calculates center with doubles, I have no idea why this fixes triangle collision but it does handlebar_moustache small adjustments studdle colour adjustments Allow easy access to graph inputs from node menu, including "This" https://files.facepunch.com/ziks/2024-03-11/RkOMLQmLlN.png Facepunch/sbox-issues#5082 Fix copy/pasting nodes referencing graph target input. Fix NRE when deleting items from serialized list in inspector Fix removing dictionary entries not marking scene unsaved Get rid of redraw flicker when adding/removing from lists and dicts Proper fix for hull vs mesh at large coordinates (thanks dirk) Handle exceptions thrown when discovering reflection-based nodes Fixes Facepunch/sbox-issues#5157 Remove last references to lightbinnervr Readd Dynamic/Baked light settings on hammer Add Scene.Render to unify scene rendering - should fix sbox-issues/issues/4924 Strip out menu resources/startup resources - more trouble than it's worth Fix OnPreRender always getting called, even if execute in editor is false Tick UI right before render, after other updates Make ComponentTypeSelector slightly taller (fixes sbox-issues/issues/5155) Component selector search is scored, uses classname and description too Add tooltip to component selector Rename Particle System to Legacy Particle System Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png Don't preview smd for now SerializedProperty and ControlSheet support nullable values BoolControlWidget fade property when disabled Fbx serializer is too spammy Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes Don't create model for preview mesh if there's no valid meshes Add Vector3.CatmullRomSpline, Vector3.TcbSpline Add SceneLineObject Add LineRenderer component Add line prefab Fix NRE Make joint more robust in finding physics bodies, improve the gizmos a bit Better anchor points for spring joint Fix async warning in PreviewMesh Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too ICollisionListener & ITriggerListener have default interface methods + docs Resolves sbox-issues/issues/4852 Fix game setup's Launch Mode always falling back to default LaunchMode.Normal Resolves sbox-issues/issues/4923 Add RigidBody.MotionEnabled Fix prismatic disabling limit when it shouldn't Create slider with 2 pivots and an axis, this makes the most sense Base joint passes two physics points for joint creation Do a pass on all joints to make sure their local frames make sense Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping Joint gizmo just draws a line from self to target game object Drag & drop components to change their order Resolves sbox-issues/issues/4254 EditLogs for when a component is moved Tick UI before resetting input - fixes sbox-issues/issues/5169 Fix ParticleGradient defaults not saving properly - fixes sbox-issues/issues/5144 Store lobby owner in lobby data, for access from list - fixes sbox-issues/issues/5141 Try to store package revision id in lobby Completely strip PackageDownloadMode Cancelling loading cancels properly - fixes sbox-issues/issues/4623 Make download cancelling more convincing, add more download lanes Add Panel.TooltipClass - fixes sbox-issues/issues/4746 FileSystem.Write/ReadJson - add AllowNamedFloatingPointLiterals to options Fix some Assets not loading properly from cloud folder on startup Allow both Sync and HostSync on a property. It means that both the Owner and the Host can control the value. Fixes Facepunch/sbox-issues#5153 Fix exception when deleting object in update SoundPoint can override distance attenuation, occlusion, reflection Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4 Don't include special name methods in TypeLibrary (getter/setterr spam) SerializedObject can handle methods ControlSheet supports buttons/methods Add [Button] https://files.facepunch.com/garry/85519e72-553c-4d0c-9ece-42f371fd31d3.png Add break button to Prop component Simplified ComponentSheet, makes use of ControlSheet logic more Editor style tweaks Fix unit tests, add SerializedProperty method test Component Ids (#1501) * Component id + prune those for refresh as well * Serialize id properly * Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id * Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type * Serialize as Id not __id so also picked up by MakeGameObjectsUnique * Scene unique component ids - update serialization test accordingly * Phase out storing GO guid and component type * MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique) * Unit test for clone with references * When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure * Add test for loading old reference model type from prefab / json * Test both old and new formats * Let's not make this elseif - always check both Revert comp ids on this branch Merge branch 'master' into snapshot-refresh