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17,473 Commits over 1,338 Days - 0.54cph!

4 Months Ago
Fix out of range exception in voice (visemes should probably be put in its own component)
4 Months Ago
Update pull.yml
4 Months Ago
Better formatting
4 Months Ago
Add example usage
4 Months Ago
INetworkCustom. Add tests for NetList, NetDictionary.
4 Months Ago
Add [ImageAssetPath] fix SerializedCollection NRE Fix MemberDescription.HasAttribute not finding base attributes Convert TextureEditor to use Sequences SequenceControlWidget has popup instead of doing it all horribly inline Fix SerializedObject changes not propagating upwards ResourceStringControlWidget cleanup Use new Sequences json for amalgamated texture Expose some sheet access on texture Simplify amalgamatedtexture packing, less likely to infinite loop, loads from json Add TextureFile sequence `IsLooping ` Can use particle SequenceTime easier Remove parse_mks.cpp Delete mks importers (everything should use our way now) Use gizmos for physics debug draw lines for when I need it Comment out early out in capsule vs hull deep penetration until I get the proper fix Implement joint breaking, break callbacks called on post step, breaking a joint disables the component Support joint breaking on prismatic, revolute, rigid, spherical Add EditorUtility.OpenPropertySheet https://files.facepunch.com/garry/c9f2b5cb-f6bb-4895-a401-346d1dbf939c.png Set qt darkmode=2 so windows will follow system theme (I think) Add ControlObjectWidget Add [KeyProperty] Add KeyProperty to TextureSequence.Source ControlWidget will create an editor for unknown types (this will likely need locking down) Assume test mode will want rendersystemempty Right now our tests machine doesn't have a GPU attached, for d3d11 it's fine since this runs over D3D11 Warp renderer, but not on Vulkan. Change this if we ever do graphics tests on CI. Running locally our tests pass fine without it Fix QPainter was null when calling setPen errors CompileProgress tests (doesn't work) Fix asset browser file type size Fix NRE in GenericControlWidget Add BaseLayout.AddLayout<T> Add ControlSheet.AddProperty SerializedCollection elements return attributes of parent SoundFileCollection doesn't use PropertySheet VR: Fix vulkan submit, submit depth texture to compositor VR: Update overlays from the render thread, because SetOverlayTexture might touch vulkan queue Forward InputData and VROverlay through to Sandbox.Game to preserve compatibility VR: Minor VROverlay cleanup VR: Fix VROverlay xml comment Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out Re-compile ui backdrop filter shader w/ SPIR-V block VR: fix LOD rendering, remove bVr from CFrustum::ComputeScreenSize Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4 Fix izQueryFaceDirections using the max instead of the min distance for face separation Fix HitPosition for Trace.Sphere https://files.facepunch.com/layla/1b2511b1/sbox-dev_CvSjg1QMpX.mp4 This should probably just be the radius of the input shape, not both Add Skybox support to Render Tags - good for View Model Camera where we don't wanna render the skybox, or usually anything but things with a viewmodel tag Do the same for 2D skybox Merge branch 'master' into nt-container
4 Months Ago
Can publish textures
4 Months Ago
Do the same for 2D skybox
4 Months Ago
Add Skybox support to Render Tags - good for View Model Camera where we don't wanna render the skybox, or usually anything but things with a viewmodel tag
4 Months Ago
This should probably just be the radius of the input shape, not both
4 Months Ago
Fix HitPosition for Trace.Sphere https://files.facepunch.com/layla/1b2511b1/sbox-dev_CvSjg1QMpX.mp4
4 Months Ago
Fix izQueryFaceDirections using the max instead of the min distance for face separation
4 Months Ago
Fix for hashcode
4 Months Ago
Add appropriate unit tests
4 Months Ago
Backwards compatibility for IList and IDictionary but it isn't ideal so throw a warning to use NetList and NetDictionary Fix some documentation. Add ExchangeNetList test. When new instance of NetDictionary or NetList is created, add Reset change immediately. We want clients to know it's completely changed.
4 Months Ago
Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4
4 Months Ago
Re-compile ui backdrop filter shader w/ SPIR-V block VR: fix LOD rendering, remove bVr from CFrustum::ComputeScreenSize
4 Months Ago
Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out
4 Months Ago
VR: Fix VROverlay xml comment
4 Months Ago
VR: Fix vulkan submit, submit depth texture to compositor VR: Update overlays from the render thread, because SetOverlayTexture might touch vulkan queue Forward InputData and VROverlay through to Sandbox.Game to preserve compatibility VR: Minor VROverlay cleanup
4 Months Ago
ActionGraph update, add more geometry-based nodes Use Either<> type for object inputs
4 Months Ago
Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update
4 Months Ago
Fix QPainter was null when calling setPen errors CompileProgress tests (doesn't work) Fix asset browser file type size Fix NRE in GenericControlWidget Add BaseLayout.AddLayout<T> Add ControlSheet.AddProperty SerializedCollection elements return attributes of parent SoundFileCollection doesn't use PropertySheet
4 Months Ago
Add some exception handling
4 Months Ago
Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API.
4 Months Ago
Initial commit
4 Months Ago
Assume test mode will want rendersystemempty Right now our tests machine doesn't have a GPU attached, for d3d11 it's fine since this runs over D3D11 Warp renderer, but not on Vulkan. Change this if we ever do graphics tests on CI. Running locally our tests pass fine without it
4 Months Ago
Add EditorUtility.OpenPropertySheet https://files.facepunch.com/garry/c9f2b5cb-f6bb-4895-a401-346d1dbf939c.png Set qt darkmode=2 so windows will follow system theme (I think) Add ControlObjectWidget Add [KeyProperty] Add KeyProperty to TextureSequence.Source ControlWidget will create an editor for unknown types (this will likely need locking down)
4 Months Ago
Support joint breaking on prismatic, revolute, rigid, spherical
4 Months Ago
Implement joint breaking, break callbacks called on post step, breaking a joint disables the component
4 Months Ago
Use gizmos for physics debug draw lines for when I need it Comment out early out in capsule vs hull deep penetration until I get the proper fix
4 Months Ago
Add [ImageAssetPath] fix SerializedCollection NRE Fix MemberDescription.HasAttribute not finding base attributes Convert TextureEditor to use Sequences SequenceControlWidget has popup instead of doing it all horribly inline Fix SerializedObject changes not propagating upwards ResourceStringControlWidget cleanup Use new Sequences json for amalgamated texture Expose some sheet access on texture Simplify amalgamatedtexture packing, less likely to infinite loop, loads from json Add TextureFile sequence `IsLooping ` Can use particle SequenceTime easier Remove parse_mks.cpp Delete mks importers (everything should use our way now)
4 Months Ago
Default rendersystem to Vulkan ;)
4 Months Ago
In ByteStream.Read/WriteValueArray, use Enum.GetUnderlyingType when using Marshal.SizeOf if the type is an Enum type. This is because Marshal.SizeOf will error when used with Enum types directly. Fixes Facepunch/sbox-issues#4579
4 Months Ago
Citizen/animgraph: added Swim_Up
4 Months Ago
Native resource Load methods should only be called from main thread, the resourcesystem has no idea what to do with a blocking load on a thread and will just crash
4 Months Ago
Fix multiple box-shadow parsing (oops) UI box / shadow / filter shader recompile
4 Months Ago
CSS box-shadow inset implementation https://files.facepunch.com/alexguthrie/1b2311b1/sbox_QVsBt34bNx.png sbox-issues/issues/3649
4 Months Ago
Basic support for custom C# nodes
4 Months Ago
Each SceneMap has a unique SpawnGroupHandle, fixes crashes with multiple map instances (including 3d skyboxes) in scenes
4 Months Ago
Fix Graphics.MipmapGen trying to generate one out of bounds mip
4 Months Ago
SubContext support on RenderContext (#1441) * Add IRenderContext::GetSubContext() to get or create a sub context for a new thread, use it in managedsceneobject Render contexts can never be passed between threads; they can only be used on the thread that created them. The thread index will be set in the constructor and can't change after that. This causes a problem in our current implementation of SceneCustomObject that reuses the threaded render context on the main thread and expects we can add things,modify and render it from there, for D3D11 it is not a problem since the implementation or driver seems to have a mutex for command lists, but on Vulkan that gives validation errors and causes crashes. This implements the concept of SubThreads to RenderContext, a very simple way to pass the render context around and consume it in a timely manner, it creates a new render context with the same characteristics as the parent one in a new thread and submits it when the parent context is released
4 Months Ago
Facepunch.ActionGraph API changes Fixed race condition in Tools/CodeGen Updated Facepunch.ActionGraphs Don't list GameObjectActionComponent in action graph menus
4 Months Ago
Animation helper applies root motion to the root in treadmill mode, fixes treadmill movement not working in animgraph
4 Months Ago
Remove deferred rendering meshes from scenelight We no longer have a hardcoded path for rendering viewmodel shadows, that will be handled with a special component in managed Fix depth normalization on GetWorldPosition, since we are using 3D Skyboxes again we are splicing a bit of the depth range, fixes feathering on sprites again
4 Months Ago
GameObjects only save their own tags - not inherited tags!
4 Months Ago
Add group support into ControlSheet TextureCompileSettings uses ControlSheet Fix warning when dragging model into scene Add EditorUtility.LoadBitmap Don't store flipbook shit on the image
4 Months Ago
AssetSystem.CreateResource - create empty json not kv3 since I removed the legacy kv3 path TerrainEditorTool use EditorTypeLibrary for paint tools
4 Months Ago
Citizen/animgraph: updated Swim_Idle
4 Months Ago
Citizen/animgraph: change threshold for movement reset from 5 to 2 u/s