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22,418 Commits over 1,614 Days - 0.58cph!

3 Years Ago
Make trees more filled out
3 Years Ago
Fix AMD specular issue
3 Years Ago
Hammer: Add cell size and step height to tile grid dialog Hammer: Update tilegrid when changing step height
3 Years Ago
Hammer: Attempt to make tile grid step height changeable instead of fixed 32
3 Years Ago
Renamed "Debris" tag to "Gibs" + Tagged assets with Gibs tag.
3 Years Ago
Initial work on foliage vertex data generator Add FoliageVertexSwayGenerator node to editor
3 Years Ago
Whitelist System.IO.StreamReader/TextReader ( explicitly the Stream constructor only )
3 Years Ago
Basic key bind menu https://files.facepunch.com/matt/1b2411b1/sbox_VIhmptifiG.png Remove old unused default controller binds Allow changing audio output device in tools Save key binds
3 Years Ago
FPArms: updates to skinning (wrist/thumb) and skeleton (thumb)
3 Years Ago
Audio Device Selector (#151) * Added audio device selector to then settings menu
3 Years Ago
Add more movement types to DoorHelper visualizer, and use that for ent_platform Update base.fgd Minor fixes to ent_platform Fixed a typo in LogicEntity description
3 Years Ago
Start thinking about new addon system downloads
3 Years Ago
Hammer: Force uniform scale gizmo, this time only for non prop_static models Fixed documentation comment for StandardPostProcess.Falloff ent_path_platform - WarpToPoint also sets angles and fires OnPassed output on nodes KeyframeEntity: Handle negative Time.Now intervals
3 Years Ago
Change Title File upload tweak, bugger buffer, timeout
3 Years Ago
Resolve obsolete ResourceId usage
3 Years Ago
Don't derive Asset from Resource... fix getting assets by id/path returning null (#150) Don't derive Asset from Resource, lets Sandbox.Game keep it's loaded assets instead of Sandbox.Engine Fixes case when assets are loaded across Client, Server, Menu and all stored under the same ID, meaning when you fetched by ID it would only be valid in one state.
3 Years Ago
Clear Asset dictionaries and dispose of watchers on Init/Shutdown
3 Years Ago
Initial work on foliage perf optimizations - Alpha culling by clipping before we even get to the PS Make specular optional Fustrum cull triangles Experiment with culling during shadow pass for foliage Added transmission Swap branch materials to new shader
3 Years Ago
Endpoint is returned from api
3 Years Ago
Change menu to show Output as the device label
3 Years Ago
Tidied up the code and revert to default audio device if unavailable
3 Years Ago
Use CUtlString
3 Years Ago
Added temporary check hardcoded English translation for default audio device
3 Years Ago
The audio device will now properly change when selected and be remembered on restart. Need to investigate why device id is returning its friendly name, using workaround until then to test it works
3 Years Ago
Add a way to get the active audio device name and set the current audio device by id
3 Years Ago
Update audio settings menu code test
3 Years Ago
Move to AudioSettings
3 Years Ago
Added Sound.GetAudioDevices() IEnumerable<AudioDevice> type and started hooking up audio settings UI / progress
3 Years Ago
Fix Slider not enabling form's save button when slid
3 Years Ago
Don't derive Asset from Resource, lets Sandbox.Game keep it's loaded assets instead of Sandbox.Engine Fixes case when assets are loaded across Client, Server, Menu and all stored under the same ID, meaning when you fetched by ID it would only be valid in one state.
3 Years Ago
Don't show leaderboards when rankings are per-map Only show official maps when map selection mode is set to Official
3 Years Ago
Progress row supports cancelling Addon upload cancellable
3 Years Ago
Tests for cancelling tasks on game loop end Persist tasks that were awaiting a cancelled task Test for task that saves itself from cancellation Test for task that politely handles being cancelled Let tasks from an expired context handle awaiting a cancelled task only once Some extra safety when persisting tasks handling a cancellation
3 Years Ago
Hint the networked dictionary generator to support class types we can NetWrite as keys.
3 Years Ago
Blend with dest instead of src
3 Years Ago
small typo
3 Years Ago
ModelDoc: Allow collision group and interactions to be set directly in modeldoc instead of collision_properties.txt https://files.facepunch.com/layla/1b2311b1/sbox_ly6X3R6I3b.png
3 Years Ago
Per map ranks and Best/Increment ranking models
3 Years Ago
Add Window.SetModal Add Widget.AdjustSize() Fix Log.Error( exception ) not showing the exception CRC buffer size increase Progress popup system
3 Years Ago
FPArms: added AO proxies autogenerated from hitboxes
3 Years Ago
Increase light cookie size from 256 to 1024 per slice
3 Years Ago
Use a source blend of zero since we're either doing add or max
3 Years Ago
Get rid of unnecessary includes
3 Years Ago
Add more randomness to generic gibs Hammer: Re-enable non uniform scaling for prop_static ModelDoc: Added ability to convert hitboxes to AO proxies
3 Years Ago
FPArms: debug poses and updated constraints
3 Years Ago
Hammer: Prevent non-uniform box scale and scale on models via gizmos
3 Years Ago
Disable debug warning log on network hash mismatch Implement [Net] IDictionary<TKey, BaseNetworkable> and expose IDictionary<TKey, object>, code gen is more resilient and gives better feedback for unsupported combination types.
3 Years Ago
FPArms: fixed incorrect arm_upper_R rotation axises, added hitbox capsules
3 Years Ago
No need to add the map manually (when it's compiled!)
3 Years Ago
Disable Valve's HIGH_QUALITY_SHADOWS, saves us a shader combo too