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18,657 Commits over 1,399 Days - 0.56cph!

12 Days Ago
Create Sandbox.StringToken, delete NativeEngine.StringToken
13 Days Ago
Cache SteamRichPresenceSystem values, avoid 1ms spike every 5 seconds
13 Days Ago
Introduce ContextLocal<T> MenuDll has its own Json options
13 Days Ago
This isn't ever used This isn't ever used Never used Never used Never used Remove unused This really does not need to be routed via an interface Not used
13 Days Ago
Allow contacts to activate for kinematic vs sensor
13 Days Ago
Calling OnContactRemoved in the wrong place
13 Days Ago
Report touch lost when removing contacts for sensors and contact events enabled
13 Days Ago
Fix MeshCreate not creating nodes properly
13 Days Ago
Actually, don't do this, I think people rely on it even though I wish they didn't
13 Days Ago
Fix S&box adding "English US" keyboard layout
13 Days Ago
Reset velocity on body transform change too, setting transform acts as a teleport so all velocity should be gone
13 Days Ago
Implement shadow controllers with SetVelocityFromKeyframe, applied pre physics step
13 Days Ago
UpdateShadow calls SetVelocityFromKeyframe Make sure body type and use controller are updated when collider Static property is dirty
13 Days Ago
Filter TestSimulation just returns a bool, we only care if we collide or not, not these bullshit flags, we technically collide with triggers because they're sensors
13 Days Ago
This wasn't a typo, just enable sensor events for every shape because we want to report anything crossing a trigger
13 Days Ago
Lets uncomplicate this the input system kickoff by dropping the event dispatch Add instrumentation
13 Days Ago
Allow physics interface to easily switch to using trace solver so we can evaluate which is better for our needs
13 Days Ago
Add `position: relative` to devui console (fixes sbox-issues/issues/5817)
13 Days Ago
Fix sensor typo stopping sensor events from working sometimes
14 Days Ago
Add a c# version of MurmurHash2
14 Days Ago
Trim a bunch of sound stuff we don't use More telemetry
14 Days Ago
move fps_max to c# - make it more accurate
14 Days Ago
Vector4 uses System.Numerics.Vector4 where possible Add BBox.Snap Fix particle bounds being wrong ParticleRenderer has [RequireComponent] ParticleEffect
14 Days Ago
Remove randomly added repeat functions from Curve @MVFP Fix prefab/scene videos timescale too fast Move ParticleGameSystem to its own file Curve micro optimizations
14 Days Ago
Touch events
14 Days Ago
Sensor events
14 Days Ago
Update to latest, update vpc, wrap any izabu changes in SBOX defines Add back body axis lock Linear slop is 0.03125 in sbox Allow joint to become inactive Joint is enabled if it's active Add should collide callback Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor Add joint break callback Don't calculate mass for height shapes Test max impulses for joint breaking AddSpringJoint Fix compile errors in physics joint Fix GetBody, AddBody, StepSimulation, StepUpdateManaged World and shape userdata is void* now not intptr Fix body types Joint max impulse limits Create shapes with default shape def Default world def Setup contact modify and should collide callbacks Fix AddBoxShape Add material list to BVH IsConcave -> IsMesh IzArray -> IzSlowArray IzTOIQuery -> IzTOIResult IzGeometry -> IzQueryShape Remove custom cast callbacks for now, can probably use their casting now Shape, Joint, Contact are structs now Fix more compile errors Remove these sweep functions from interface, we're not using them Collision mesh serialization now uses Vector instead of VectorAligned for vertices, upgrade them in transfer post load Fix GetTriangleMaterialIndex for meshes AddTriangleMaterialIndex and ClearTriangleMaterials do nothing until izabu base mesh shapes have a physical material list Comment out all cast functions so we can compile Don't include simd.h in VPHYSICS2_LIBRARY, conflicts with engine simd Deep copy rubikon hull to izabu hull Should collide callback is backwards, woops Fix StepUpdateManaged not accessing active bodies, woops Destroy hull after adding it to hull shape, shapes no longer own the hull CastBoxSingle AddMeshShape with scale can just do a deep copy of BVH, mesh shapes support scale Make sure BVH gets destroyed on shape destroy Swap bit fields when copying BVH nodes Adding transformed mesh uses fast path when there's only scale in transform (building BVH is expensive) Izabu has body enable/disable so just use that instead of our shit Get rid of these single body casts, they're not being used Enable sensors for triggers Missed an angular lock Route asserts to engine so they show up like any other assert Disable this contact assert, doesn't make sense Hook up joint break callback, disable joint on break These cast functions aren't used either Remove GetBboxFromProxies Try casting box with a small hull skin to avoid getting stuck Run a trace solver on hit shape to get the proper hit fraction and start in solid Move trace solve to cast callback so everything can use it Use our filtering in cast callbacks Grab triangle on base mesh so that it should work for both mesh and heightmap Get rid of all this shit, it's no good Hulls sweep with a radius Resolve hit penetration (should add to trace API?) ApplyLinearImpulseAtWorldSpace just uses ApplyLinearImpulseAt, same thing Remove more unused from interface Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about Shape casts can have a start rotation ( cast rotated box, capsule, etc) Implement CastRayMultiple, CastShapeMultiple Use a callback for izLinearCast so we can override it and do our own Add per triangle material properties to base mesh
14 Days Ago
Add per triangle material properties to base mesh
14 Days Ago
Update minimal scene so its not running upgraders when you make a new project.
14 Days Ago
Add header to PageNotifications so it's the same as the others
14 Days Ago
Add confirmation prompt when removing libraries, sbox-issues/issues#5740
14 Days Ago
Make scene tab naming consistent, fix window title showing wrong scene stuff
14 Days Ago
Stop us redocking scene views and stomping saved layout on the initial load, fixes Facepunch/sbox-issues#5673 (Scene views will now appear in the last place you had them, incl. popped out)
14 Days Ago
Rename Name -> DisplayName so there's no conflict on KeybindPanel
14 Days Ago
Super minor cleanup
14 Days Ago
Cache the overrides so we don't have to keep checking against EditorCookie
14 Days Ago
Change "F5" -> "editor.toggle-play" on Play menu option
14 Days Ago
Fix SaveMixer being static
14 Days Ago
Vector3 optimization, use System.Numerics where possible
14 Days Ago
Shortcuts with Function Keys are always to editor even when Game Frame is in focus F3 and F5 editor commands are now Shortcuts like everything else Fix shortcut not displaying on Align To View option
14 Days Ago
Fucked it
14 Days Ago
Add Graphics.Draw to stats Count material system stats in retail
14 Days Ago
Qt Option now takes shortcut ident (eg. "editor.undo") and internally resolves bind (eg. "CTRL+Z"), updating when changed. No longer registers shortcut internally when set.
14 Days Ago
ShaderGraph: add IsAttribute to Branch (from Louie)
14 Days Ago
Cleanup shortcut groups Added individual Revert button when bind is different from the default https://files.facepunch.com/CarsonKompon/2024/July/12_08-54-UnimportantTarantula.mp4
14 Days Ago
Split out VR input into multiple files, delete Finger
14 Days Ago
Fix list reorder handle blocking control drag handlers (eg float drag), resolves Facepunch/sbox-issues#5806
15 Days Ago
VR: Calculate tracked object velocities VR: Call UpdateHaptics() on VR controller VR: Only offset for skeletal hand poses - not for raw /input/grip/pose data VR: Add Delta to DigitalInput - WasPressed works as intended, but isn't the same as a delta, so maybe this is helpful? VR: Might as well obsolete these while I'm here
15 Days Ago
Fix NREs when using CameraComponent before it OnAwake()s
15 Days Ago
Non-reference types aren't bindable so don't allow for PropertySheet.AddProperty, fix compiler settings not saving Facepunch/sbox-issues#5808