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17,498 Commits over 1,338 Days - 0.54cph!

8 Months Ago
ApplyLinearImpulseAtWorldSpace, GetMassCenter
8 Months Ago
Remove static and active aggregates when destroying aggregate
8 Months Ago
C# has control over whether vr is enabled Also add `vr_enabled` concmd so that we can test toggling VR at runtime
8 Months Ago
Get active body list for active aggregates Don't wake up statics, otherwise do a forced wakeup (bug in library where a body can be awake but not in the active list?) Don't create hull for CastBoxSingle, it only needs to know the 8 corner verts
8 Months Ago
Move VR stuff over to Sandbox.Engine, start deleting old VRGlue - breaks VROverlay for now Only init if -vr specified, ensure active Init overlay, bindings for dashboard visible & drawing controllers Move vr-specific input into Sandbox.Engine Proper way of converting matrices from steamvr -> sbox, push test hmd data to game
8 Months Ago
Only do this if we have a shadow controller
8 Months Ago
Add PhysicsBody.Move - which complies with the ShadowController
8 Months Ago
CastRaySingle, CastSphereSingle
8 Months Ago
Add weld joint from desc CastBoxSingle
8 Months Ago
Clamp sphere and capsule radius to linear slop
8 Months Ago
New Outfit Piece - Boxing Shoes
8 Months Ago
Set UNITS_PER_METER to 40
8 Months Ago
Tests build
8 Months Ago
Build bodies and shapes for aggregate SetAggregateInstance and SetGameSceneNodeHandle Gather active aggregates to build the awake step results When building aggregate bodies, add body, set motion type THEN set transform, otherwise it gets stuck in a weird deactivated state
8 Months Ago
vsopen won't open a file unless a file line is specified Add BaseItemWidget.ItemClicked Added EditorUtility.Projects.WaitForCompiles() Fix a bunch of potential issues when deleting a listview during selection callback
8 Months Ago
Added first version of WrapSet/WrapGet Unit test stubs Don't pass value for get accessor.. Cast to original return type in get accessor when wrapping
8 Months Ago
Support CodeGenType.Instance with CodeGenType.WrapCall
8 Months Ago
Fix TypeDescription.SourceFile + SourceLine sometimes coming from a base class
8 Months Ago
CodeEditor.OpenFile will look through all the local project's code paths if relative path
8 Months Ago
Gizmo camera settings, camera smoothing
8 Months Ago
Allow setting max distance for Model hitbox Add TreeNode.OnActivated Add copy/paste/clear to ResourceControlWidget
8 Months Ago
Gizmo.Instance.FirstPersonCamera returns true if user input Validity checks when deleting physics shape from a body Add Gizmo.Hitbox.Model
8 Months Ago
Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead
8 Months Ago
Replace References with AssemblyReferences in CompilerSettings Also make DistinctAssemblyReferences do the filtering that literally every user of that property was doing. Allow CanEdit("action"), expose NodeLibrary to tools packages WIP delegate upgrader for action jigs ActionProperty, skeleton of an action jig editor WIP Some NodeGraph abstraction Fleshing out action graph editing
8 Months Ago
Move a bunch of stuff in VRNative, clean up
8 Months Ago
Protocol::Network++ Complaints of CEnvCubemap invalid class index
8 Months Ago
C# prop_static, this isn't a game spawnable entity, just a way to get prop_static out of fgd
8 Months Ago
Delete VR project Simplify MaterialSystem2 VR code, don't do any native VR setup Initial basic managed openvr setup - just logs hmd position to console for now Debug all tracked devices Skeletal input data Actions, action sets, action state, analog input data Move native wrapper functions into VRNative class Rename enum values Remove unused input source strings Hook up compositor, settings, device properties & info Move constants
8 Months Ago
Initial tests for static call wrap
8 Months Ago
Oog cubemap fog (#1288) Cubemap fog properties on camera, C# env_cubemap_fog
8 Months Ago
CubemapFogController struct to class
8 Months Ago
Internal cubemap write Summaries
8 Months Ago
remove native cubemap fog
8 Months Ago
network cubemap texture
8 Months Ago
Update cubemap fog in clientdll
8 Months Ago
env_cubemap_fog C#
8 Months Ago
Add cubemap fog properties to camera, write to attributes
8 Months Ago
Fix bad includes oops
8 Months Ago
Clean up groups.vgc, sbox_game.sln can be everything -thirdpartylibs texturedictionary to materialsystem2
8 Months Ago
Fix BBox not serializing to json right
8 Months Ago
Ensure Account.Memberships is not null, cleans up having to validate it everywhere Groundwork for starting the game without connection to steam servers / our API AssetBrowser: Only show cloud tab if we're connected Add a hint to editor window title to dictate if we're in offline mode UI: Replace content on Home/GameList with a hint if we're not connected to the Api
8 Months Ago
Reference Facepunch.ActionJigs Serializing / deserializing action jig delegates Fixed System.String not being whitelisted Simple action jig serialization test Refactor simple actionjig test
8 Months Ago
Remove recreated entities from mapclass.native to keep track
8 Months Ago
Remove the whole toolobject system (finally)
8 Months Ago
Remove renderpipelinehelper
8 Months Ago
Remove toolscene_toolobject, this was only used when defining lighting rigs with toolobjects, we don't do this anymore
8 Months Ago
Manually create "toolobjects" in bake resource helper
8 Months Ago
FPArms: more shared stuff Merge branch 'master' of sbox
8 Months Ago
Runtime BuildCubemaps (#1281) Cubemaps are built on map load, outside of game code
8 Months Ago
Set custom texture bool on scenecubemap if texture property is set, probably needed so cubemap doesn't get built for it