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22,480 Commits over 1,614 Days - 0.58cph!

3 Years Ago
Added failing hotload test for static initonly HashSets Added ConcurrentQueueUpgrader Fixed in-place hotload of a HashSet<T> Allow individual types to be added to hotload SkipUpgrader Skip hotload for types in System.Net.Http and System.Text.RegularExpressions Fixed some false negatives when checking if a type is blittable Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader Only start addon worker threads when first needed Make sure hotload verbose log works with and without -tools Cache which static fields need to be watched in hotload Some extra timing info for hotload Added InstanceUpgrader.GetUpgraderOrDefault<T>() DefaultUpgrader field caching, now uses auto-skip
3 Years Ago
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
3 Years Ago
Added InstanceUpgrader.GetUpgraderOrDefault<T>() DefaultUpgrader field caching, now uses auto-skip
3 Years Ago
Fix NRE in WaterController if PhysicsGroup is not valid
3 Years Ago
Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting & more comments
3 Years Ago
Add clear context menu to asset property Add DressSceneObject to ClothingContainer, to condense code repetition SceneObject can replace materials based on attribute value Clothing has EyeMaterial Add gown clothing item Add replacement attribute to citizen skin/eyes Fix skins to use new system Allow right click > open in editor for asset properties Delete junk Fix dress layers Skin5 eyes
3 Years Ago
Different icons for sequence and single frame nodes
3 Years Ago
Set subgraph node UI name to base filename if unnamed Remove customer machine checks "Create Group From Selection" and "Create New SubGraph From Selection" in context menu to make it obvious that they're being created from selection Creating subgraph from selection now works Add subgraph manager so subgraphs can be shared across subgraph nodes (this breaks everything but I've gotta figure it out either way) Give subgraphs a context Subgraph manager sets graph for new subgraph context and sets context for their node manager Fix subgraph saving Set group input/output ids for subgraph node If we paste a subgraph node, clear the input connection map Resync group node input/output node ids in the node instead of node manager, slightly slower but removes dependency on CAnimNodeManager::GetGroupNodeID GetOutputNodeID has optional groupnode id so groupinputnode can know what group its for Detect cyclic subgraph nodes Fix crash when changing subgraph on node with connections Try using a node stack for GetOutputNodeID, breaks highlighting but fuck it for now Break everything so that node ids are unique local to their node manager - this is how dota works so I should do the same Visualizer goes down the path to get to the correct node manager Graph search attempts to check nodes in all node managers, maintaining correct node path in location More search shit Focus on location uses node path Temp fix for going to log item location Add back GetNode functions to IAnimationGraph temporarily to fix remaining errors and see whats what Fix some search crashes Search now works Give graph visualizers a node location so it can restore the node when graph changes Restore nodes for subgraph and blend2d visualizers Remove duplicate node id checking in setcontext, probably not needed now Don't show root anim node in context menu for groups and subgraphs - root should always be in top level probably Add icons for undo redo in context menu Default new group nodes with 1 input and 1 output pins Make undo redo function in context menu Start changing graph fixed data to use node locations instead of node ids - because groups and subgraphs have their own set of nodes, fixed data needs to know where the a node is in the hierarchy Fix creating new subgraph, deal with creating new subgraph inside itself and overwriting later Just bail for now if we try to make a new subgraph that already exists Fix search not working in subgraphs because it was returning the wrong context Fix groups and subgraphs returning their own internal context instead of the context they're in Start working on update node manager that fixed data can use, hopefully this is a better way to go about it Move node tables to update node manager, keep sorted node ids in fixed data Remove some old test code Add update node to correct manager Reserve nodes Add node location to init context so CreateUpdateNode has some context for grabbing child update nodes Getting update nodes from graph binding now uses init path GetOutputNodeLocation now works Fix fixed data returning incorrect update node Keep a flat list of sorted nodes in fixed data Keep a flat list of sorted update nodes in fixed data Remove annoying assert in utils update cycle, usually happens when blend node has missing child, which we're already warned about anyway Fix PropagateNetworkMode - todo: make it work with groups and subgraphs GetOutputNodeLocation uses a node path instead of node stack Remove the need for flat list of nodeids in fixed data Restore code for UpdateSecondaryHighlights from engine branch - doesn't work now anyway and surely can be done better Remove live preview shit, was only proof of concept and should be done much better Better styling for visualization container Fix invalid view rect when opening anim node Add home button to toolbar Toolbar path now clickable buttons instead of text path uses just icons for now, looks shiit with both icon and text Use push buttons for path toolbar, they don't look shit Fix state machine states now showing up in groups Clicking home and path buttons only pushes 1 undo, not multiple Add icon for anim clip nodes Default group in/out pins if no name is specified Do the same for blend node Fix crash initializing unset subgraph node Fix crash searching for unset subgraph node
3 Years Ago
Balaclava LOD fixes Fixes to Lods so no longer clipping in the head model!
3 Years Ago
Update material icons
3 Years Ago
Mouse wheel zoom in and out of face on avatar dresser LOD override dropdown Add sbox_feature_inheritlods
3 Years Ago
Add morph inheriting for in game models
3 Years Ago
Remove vconsole tools we're definitely never gonna use .. and some more Fix clothes showing in wardrobe multiple times
3 Years Ago
Revert changes to SetupPhysicsFromUnscaledModel - Some users have been reporting overlap tests etc sometimes failing. This change was to fix slow downs when loading maps with triggers covering the map, the fixes were only needed on the trigger entity, not native code
3 Years Ago
fixed broken normal map on pallet
3 Years Ago
intercom pallet - tweaks
3 Years Ago
Citizen/animgraph: second draft of big weapon branch refactor
3 Years Ago
Fix crash initializing unset subgraph node Fix crash searching for unset subgraph node
3 Years Ago
Default group in/out pins if no name is specified Do the same for blend node
3 Years Ago
Add icon for anim clip nodes
3 Years Ago
Clicking home and path buttons only pushes 1 undo, not multiple
3 Years Ago
Added failing hotload test for static initonly HashSets Added ConcurrentQueueUpgrader Fixed in-place hotload of a HashSet<T> Allow individual types to be added to hotload SkipUpgrader Skip hotload for types in System.Net.Http and System.Text.RegularExpressions Fixed some false negatives when checking if a type is blittable Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader Only start addon worker threads when first needed Make sure hotload verbose log works with and without -tools Cache which static fields need to be watched in hotload Some extra timing info for hotload
3 Years Ago
Draw2D.TextSize returns a Rect Vector3.ToScreen can take a ScreenSize, returns nullable Vector2
3 Years Ago
Merge in drawhud
3 Years Ago
Fix AddVertex no color
3 Years Ago
Reverb & change our default material so it's not as echoy
3 Years Ago
Cleanup some things and set baseline before major transformation logic refactor Part 2 of baseline cleanup
3 Years Ago
Reset Draw2D after callbacks Add Draw2D.Material Fixes
3 Years Ago
Fix state machine states now showing up in groups
3 Years Ago
Move Sandbox.UI.Materials to Material.UI Fix accidental skia upgrade Don't render text twice Tweak text shader
3 Years Ago
Fixed MinMaxAttribute using min as max in Hammer Display( Description = .. to Description( .. in engine
3 Years Ago
Use push buttons for path toolbar, they don't look shit
3 Years Ago
Make [UseTemplate] work properly on consolidated builds (used for s&works) - instead of the generator trying to guess root directories feed it a map of physical paths -> virtual paths for all the cs files
3 Years Ago
New Outfit Piece! - Summer Shorts New outfit for a hot day out for terry, as well as some needed adjustments to the leather gloves skinning and rigging. Summer shorts also have LODs. https://files.facepunch.com/daniel/1b2411b1/Photoshop_4cUauBlWsq.jpg
3 Years Ago
path uses just icons for now, looks shiit with both icon and text
3 Years Ago
Add home button to toolbar Toolbar path now clickable buttons instead of text
3 Years Ago
Add Vector2.Perpendicular Add Draw2D.Line
3 Years Ago
Better styling for visualization container Fix invalid view rect when opening anim node
3 Years Ago
Fix hard crash if trying to render2d with too many vertices Add Draw2D.Texture Add Draw2D.Circle, Draw2D.Ring
3 Years Ago
Remove live preview shit, was only proof of concept and should be done much better
3 Years Ago
GetOutputNodeLocation uses a node path instead of node stack Remove the need for flat list of nodeids in fixed data Restore code for UpdateSecondaryHighlights from engine branch - doesn't work now anyway and surely can be done better
3 Years Ago
Update core shaders with structured buffers
3 Years Ago
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again Fixed MinMaxAttribute not working in Hammer Fix static/dynamic colors not working on [EditorModel] ( This is only used for light modes, weird fucking place? ) No point in having EnvironmentLightEntity derive from ModelEntity Hammer property titles once again generate with spaces [HideInEditor] works on asset properties Give [GameResource] a default question_mark icon so it's not null by default (also fix DrawMaterialIcon shitting the bed with null) Fix classes with [Net] malfunctioning if they have child classes Add TypeLibrary.FindStaticMethods Add PropertyDescription Fix MenuAttribute Revert "Disabled transform structured buffer by default, will be reenabled soon" This reverts commit 72c3854218d52e769ba267ad84d8e6e0394e7f22. Fix instance ID buffer on structured buffers Reenable multiview instancing on shader
3 Years Ago
Scene destructor
3 Years Ago
UI basic shader Fix Render.Draw not working without indices UI triangle drawing
3 Years Ago
Switch to custom scene again, force occlusion mode for now cause it sounds better https://files.facepunch.com/ognik/1b2411b1/2022-05-01_50-45-99995434-49c9-422b-8d03-98bb156be767-ej5mgPnd.mp4
3 Years Ago
Network Client.IsUsingVR
3 Years Ago
Draw2D.Text fixes
3 Years Ago
Minor fixes
3 Years Ago
Pain day 3 for game template