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17,175 Commits over 1,308 Days - 0.55cph!

7 Months Ago
Traces get start solid from solver, not fraction being zero
7 Months Ago
Cast callbacks calls world ShouldHit, does some extra checking for static/dynamic
7 Months Ago
Remove references to vphysics2 Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
7 Months Ago
New rendersystem interface bits Base rendersystem updates Sync rendersystemempty w/ public Partial update rendersystemdx11 scenesystem updates rendersystemvulkan bits and bobs
7 Months Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing Updated ActionJigs Some more node types Support deserializing system types if TypeLibrary is okay with them Error messages in node tool tips Added GraphView.GetRelevantNodes Node graph HandleConfig refactor Allow arbitrary nesting in node creation context menu Default handle color tweak Update Facepunch.ActionJigs Hotload: fix before / after constraints on upgrader ordering TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty Constant nodes Node interface tweaks Update() node UI after Layout() calls Update ActionJigs Try to get nodes to redraw on change Post-rebase fixes I missed Remove references to vphysics2 Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
7 Months Ago
New Outfit Piece! - Hair Net https://files.facepunch.com/daniel/1b1111b1/sbox-dev_0eon8tFPlK.jpg Now you can dress up as a fry cook at a fast food restaurant. LODs coming asap!
7 Months Ago
Save pre velocity for intersection notifications
7 Months Ago
Testing method for creating a decal in scene worlds
7 Months Ago
Support body inertia scale
7 Months Ago
For aggregate CheckShapeOverlap, just use CastShape, that will handle meshes for us Fix body CheckOverlap, switch the test around when the shape is a mesh
7 Months Ago
Highlight asset list folder when selected Fix baseitemwidget drag hover and drag drop logic being backwards
7 Months Ago
Get rid of unused overlap and sweep functions from interface Aggregate CheckShapeOverlap, skip meshes for now
7 Months Ago
Initial managed VR / stereo rendering logic Remove tracked device debug spew SceneCamera.RenderStereo, allow eye targeting Build & override camera frustum based on params provided by steamvr Clean up unused shit
7 Months Ago
Don't try to make Application.CursorPosition fractional (fixes not being able to click on stuff on another monitor) Add Application.CursorDelta to make having a smooth cursor delta easier with a highdpi monitor Use CursorDelta in SceneEditor first person camera
7 Months Ago
Fix error when dragging asset into its own folder
7 Months Ago
Gizmo Sprite shader Customised gizmo line shader
7 Months Ago
[pick] new aligned memalloc methods [pick] CResourceNameGetter refactor Initial Vulkan update merge
7 Months Ago
Latest rendersystem base
7 Months Ago
Don't try to set property in PropertyDescription if it doesn't have a setter
7 Months Ago
Body Enable, Disable, IsEnabled
7 Months Ago
Remove GetSimulationTime Apply flags to collision attributes for toggling touch events
7 Months Ago
CastShapeSingle CastShapeMultiple
7 Months Ago
Use GJK for GetDistanceBetweenHulls
7 Months Ago
Fully implement CastShapeAgainstShape using TOI, one function vs fuck knows how many
7 Months Ago
box vs capsule
7 Months Ago
Start supporting CastShapeAgainstShape, starting with ray vs capsule to get hitboxes working
7 Months Ago
Move TestQuery to world, only physics game system uses this
7 Months Ago
Create new BVH and swap it out for UpdateMeshShape (probably not fast but never was)
7 Months Ago
Implement ClosestPoints
7 Months Ago
Get rid of orthographic areas (used for drag?)
7 Months Ago
Only collide on INTERSECTION_PAIR_RESOLVE_CONTACTS Get rid of CreateMeshShape on the interface, nothing uses it
7 Months Ago
Maybe this will fix the matrix menu
7 Months Ago
Add CloudAsset.Install
7 Months Ago
GameResources can load private properties marked with [JsonInclude] Add GameResource.GetReferencedPackages()
7 Months Ago
New Outfit Piece!- Chef's Apron https://files.facepunch.com/daniel/1b1011b1/Screenshot%202023-10-09%20173401.png Lods and adjustments to skinning coming ASAP!
7 Months Ago
When saving a GameResource, also save a list of packages that were referenced FixResourceNames is unsued
7 Months Ago
Trace startpos fix Fix capsule trace StartPos
7 Months Ago
If we're casting against a sphere or capsule, add on the radius from the proxy
7 Months Ago
Fix mistake in trace solver when porting over Cast against hull properly
7 Months Ago
Add trace solver Attempt to use trace solver for meshes and hulls
7 Months Ago
r_tiled_rendering_depth_cull: Better to flag it as FCVAR_NONE for now
7 Months Ago
Depth resolve vmat
7 Months Ago
Move specialized parts from renderpipeline into their own files, implement dynamic reflections into procedurallayerrender Add depth downsample layer, replace CVrComputeShaderRenderer with generic one Cleanup dynamic reflections layer Move depth downsample to it's own neat layer, use specialized depth resolve for another image format disable depth cull for tiled rendering while I figured why certain tool views can't resolve intermediary depth, temporarialy fixes lights and cubemaps on Scene editor Vulkan compile for depthresolve_cs Remove r_resolution_scale not referenced anywhere
7 Months Ago
FPArms: update shared sprint anim
7 Months Ago
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
7 Months Ago
Shape triangulation (tools need this)
7 Months Ago
Update ActionJigs Try to get nodes to redraw on change
7 Months Ago
ShouldHit is needed :(
7 Months Ago
Update() node UI after Layout() calls
7 Months Ago
Remove IsEntityPairDisabled and DoesEntityHaveCollisionPairs Get rid of CPhysicsWorld::ShouldHit, only used once in nav runtime gen but I don't think it's enabled or used