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17,091 Commits over 1,308 Days - 0.54cph!

31 Days Ago
Only clear contacts on tag change if the contacts should have no interaction
31 Days Ago
Rework terrain casting and sweeping
31 Days Ago
Refactor ActionGraphDebugger First pass at listening for ActionGraph scene refs WIP show scene refs in scene view https://files.facepunch.com/ziks/2024-03-08/sbox-dev_HZ7Fs0R2x1.mp4
31 Days Ago
Fix hair blue line Scene.Load ShowLoadingScreen actually works Update avatar scene Open avatar scene when you click the avatar button
31 Days Ago
Actually set D_MSAA combo on depth_downsample
31 Days Ago
Vulkan: Fix validation errors with MSAA disabled, this should fix a lot of crashing problems for people playing without MSAA
31 Days Ago
Terrain collision is per triangle again instead of per cell, should be 100% accurate https://files.facepunch.com/layla/1b1911b1/sbox-dev_bZpdwNGM3P.mp4
31 Days Ago
Make control sheet labels draggable Dropping a component property will create a set node https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4 Facepunch/sbox-issues#5129 EditorNode display fixes for embedded targets
31 Days Ago
Temporary fix for drag executing multiple times in one frame
31 Days Ago
Merge property or variable get / set nodes https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4 Unify property node CanRead / CanWrite tests Add Facepunch.ActionGraphs.AssignmentKind to TypeLibrary Property node: switch between assignment kinds in context menu https://files.facepunch.com/ziks/1b1811b1/sbox-dev_QVXxSLhC4Y.mp4 Update Facepunch.ActionGraphs Output expansion fixes
31 Days Ago
Fix terrain collider not updating on heightmap import
31 Days Ago
Register properties recursively when sending network refresh or receiving one
31 Days Ago
Inflate heightfield query cell bounds by 0.5, fixes terrain collision
31 Days Ago
Multi-Component Sync Vars + Sync Vars in Children (#1503) * Support for multiple components of the same type on a Network Object to have sync vars. Adding support for children of a network object that aren't themselves network objects to have components with Sync vars too * Register and unregister Sync properties for child gos/comps appropriately * It goes here * Also unregister/register sync properties accordingly when GameObject id changes * NetworkMode can't be changed from NetworkMode.Object if we are actually a networked object (_net is valid) * Simplify a bunch - allow setting property if slot not registered * Remove unused UnregisterProperties methods * Add a test to make sure child sync vars are added to network table * Suppress these warnings for now - there are legitimate reasons why we might not find these GOs * Suppress unknown slot Merge branch 'master' into snapshot-refresh
31 Days Ago
Fix NRE in GraphInputNodeType.GetPath
31 Days Ago
Added Connection.CanRefreshObjects permission (def: true) Add checks for CanRefreshObjects to Network.Refresh() and when OnObjectRefresh is called
31 Days Ago
Izabu: Don't try to destroy null proxy Fixes unable to parse guid error when trying to load properties called "id" but the type is not a guid (Fixes Facepunch/sbox-issues#5181) ImageFormat.Default uses RGBA8888 Ensure PanelComponent finds its parent If PanelComponent gets enabled before WorldPanel it fails to find a valid parent Resolves sbox-issues/issues/5024 Fix NRE if destroying object in animation event In the PrefabFile upgrader, upgrade Id to __guid as well if possible, fixes corrupt prefabs from before when it was called Id Authority check for network destroy - can never arbitrarily destroy unnetworked objects Authority RPC now correctly uses invoke permissions from the AuthorityAttribute. When calling Authority RPC, if there's no owner, the target would be the host connection Move Json.Upgrader out of Sandbox,Game, have it filter by type Add GameResource.ResourceVersion Inject version into gameresource saves Change DeserializeToObject to use JsonNodes GameResources can define JsonUpgraders v1 upgraders for SceneFile and PrefabFile Add GameResource.LoadFromJson and use that anywhere we load a GameResource Fix PrefabFile upgrader doing nothing Fix tests, supply upgraders Add [RequireComponent] Postprocess components use [RequireComponent] https://files.facepunch.com/garry/436210e0-e5e0-44d2-86b5-3456d99bfa33.png Refactor Networking/Connection - fixes sbox-issues/issues/4676 Fix SerializedList/Dictionary not converting property - fixes sbox-issues/issues/5104 If we pass in an invalid transform to Steam Audio, just ignore it Fix path stretching asset browser size - fixes sbox-issues/issues/4609 Editor startup cleanup & remove Editor.Utility Support per triangle physics surfaces on mesh shapes https://files.facepunch.com/layla/1b1411b1/sbox-dev_WzjagCCSeA.mp4 Fix RedirectFileSystem DirectoryExists case sensitive Remove key when SetMeta a null value Add ConfigData type Save/load Collision data to ProjectSettings/Collision.config Remove obsolete calls Fix BaseSoundComponent NRE Fix stereo sounds playing one channel Fix terrain trace hit normal Fix all sounds being downmixed to mono ModelPhysics recreates physics on active model change, fixes some props not initializing physics when created in code Sprite shader flips with uv sign Add SpriteRenderer FlipHorizontal and FlipVertical ShaderGraph: Fix ScreenPosition.XY incorrect component count Fix asset browser not finding files on T and U drives Resolves sbox-issues/issues/4560 Created bone objects on skinned model renderer update on model reload and model change Move Networking.HostConnection to Connection.Host Whitelist TaskExtensions.Unwrap Style tweaks ControlWidget doesn't create a struct editor for readonly structs Fix gameobject multi-select editing (blame @kurozael) )( Resolve sbox-issues/issues/5171 by making dragValue match Add Model.Physics.Surfaces to get all physics surfaces used in a model editor Shortcut can be widget, window, or application scope, can have autorepeat, and can respond when input is ambiguous Show exception info in EventSystem errors Add TreeView.StartEditing, simulates pressing F2 Add object.GetSerialized() Fix AudioMeter exception due to being empty Add configurable version of Layout.AddSeparator In VirtualWidget.PaintBackground, only paint if alpha > 0 BaseItemWidget only stomp ShotcutPressed if it doesn't have any modifiers Switch mixers to be tree based, allow saving and loading Default reflection off, don't do any reflection processing if it's off Don't do SA simulate in unit tests Handle missing type in CheckRequireComponent nicer Style tweaks Remove unused sheets Fixed AssetBrowser disaster - Fixes sbox-issues/issues/5201 Rename ProjectSettings to ProjectSettingsWindow Blank off AudioReflections profile so we're not left with old data Expose the audio processors Serialize the processors Tweak NavigationView Allow adding audio processors Transform local bounds by scene object transform in CMeshSystem::ChangeModel, fixes incorrect bounds on mesh renderer model change Reset anim graph instance on model change These should be continue, not return Precache the sound before trying to preload it These refs aren't really for us Unused We don't really need this cache size logic, right Reconfigure this Give some warnings if we fail here, just so we know Tweak SoundFile.LoadAsync, GetSamplesAsync Fix crashes due to returning address to temporary locals Split this off Cubemap fog uses material inside hammer now MapInstance now loads Cubemap fog reference ModelDoc option to disable keyframe interpolation to allow for constant keyframe animations F1 brings up the game description modal Add to AnalogLook description, letting everyone know it's already scaled by sensitivity Remove unused Show info when entering a game Fix modal cursor when in game Improve animated sceneobject bounds, include render bone sphere radius, fallback on mesh bounds Include model view bounds too Don't show header/footer when viewing game info Vulkan: Show error message box and bail on VK_ERROR_DEVICE_LOST Vulkan: Enable Nvidia Aftermath for GPU crashdumps with VK_NV_device_diagnostic_checkpoints Vulkan: Add VK_EXT_device_fault support and dump info after device loss Vulkan: out-of-date or suboptimal swapchains are verbose logging Vulkan: Assert for absurd swapchain width/height that are happening during shutdown Vulkan: Log layers that are older than specified API version, these are the most likely cause of GPU device crashes EnumControlWidget support for nullable Fixed title of scene.get target input Fix property panel handling nullable ActionGraph parameter types Fix warning when compiling Action Graph editor EnumDescription.Entry.Group Menu.AddOptions fixes for value type items Menu.AddMenu( Menu menu ) menu menu menu menu menu If icon is just a bunch of symbols, make sure it doesn't overflow https://files.facepunch.com/ziks/1b1811b1/kr69TajHB0.png Implement VectorControlWidget.StartEditing() Fix ControlSheet.AddObject return value regression Invalidate mesh selection on scene change Remove contacts and process intersections just before shape or body remove, this allows intersection end events to run before removal Group jam page by not played, updated Add test for warnings in built-in projects Facepunch/sbox-issues#5223 Fix warning in AG editor Facepunch/sbox-issues#5223 Map instance only creates skinned model renderer for props if the model has skinned meshes or morphs Asset inspector copy path uses RelativePath to stay consistent with asset browser copy path Merge branch 'master' into snapshot-refresh
31 Days Ago
Multi-Component Sync Vars + Sync Vars in Children (#1503) * Support for multiple components of the same type on a Network Object to have sync vars. Adding support for children of a network object that aren't themselves network objects to have components with Sync vars too * Register and unregister Sync properties for child gos/comps appropriately * It goes here * Also unregister/register sync properties accordingly when GameObject id changes * NetworkMode can't be changed from NetworkMode.Object if we are actually a networked object (_net is valid) * Simplify a bunch - allow setting property if slot not registered * Remove unused UnregisterProperties methods * Add a test to make sure child sync vars are added to network table * Suppress these warnings for now - there are legitimate reasons why we might not find these GOs * Suppress unknown slot
31 Days Ago
Suppress unknown slot
31 Days Ago
Add methods for fetching gyroscope and accelerometer readings from specific controllers
31 Days Ago
Suppress these warnings for now - there are legitimate reasons why we might not find these GOs
31 Days Ago
Asset inspector copy path uses RelativePath to stay consistent with asset browser copy path
31 Days Ago
Map instance only creates skinned model renderer for props if the model has skinned meshes or morphs
31 Days Ago
Add test for warnings in built-in projects Facepunch/sbox-issues#5223 Fix warning in AG editor Facepunch/sbox-issues#5223
31 Days Ago
Group jam page by not played, updated
32 Days Ago
Remove contacts and process intersections just before shape or body remove, this allows intersection end events to run before removal
32 Days Ago
Make control sheet labels draggable Dropping a component property will create a set node https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4 Facepunch/sbox-issues#5129 EditorNode display fixes for embedded targets
32 Days Ago
Invalidate mesh selection on scene change
32 Days Ago
Documentation Support analog input glyphs
32 Days Ago
Add GameControllerType_t, expose ControllerType to managed, add GlyphVendor LoadGlyphTexture will look for the controller's vendor and fall back to default if not found Add a few PlayStation glyphs
32 Days Ago
Look for input glyph svgs Plug in a bunch of glyph icons for xbox controller
32 Days Ago
Merge property or variable get / set nodes https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4 Unify property node CanRead / CanWrite tests Add Facepunch.ActionGraphs.AssignmentKind to TypeLibrary Property node: switch between assignment kinds in context menu https://files.facepunch.com/ziks/1b1811b1/sbox-dev_QVXxSLhC4Y.mp4
32 Days Ago
EnumControlWidget support for nullable Fixed title of scene.get target input Fix property panel handling nullable ActionGraph parameter types Fix warning when compiling Action Graph editor EnumDescription.Entry.Group Menu.AddOptions fixes for value type items Menu.AddMenu( Menu menu ) menu menu menu menu menu If icon is just a bunch of symbols, make sure it doesn't overflow https://files.facepunch.com/ziks/1b1811b1/kr69TajHB0.png Implement VectorControlWidget.StartEditing() Fix ControlSheet.AddObject return value regression
32 Days Ago
Temporary generated glyphs for gamepad
32 Days Ago
Re-add Input.UsingController (simpler now)
32 Days Ago
Make prints less obnoxious
32 Days Ago
Parse analog inputs local to each controller, add virtual trigger buttons based from axis result Hook up AnalogLook/AnalogMove for first controller (test)
32 Days Ago
Add a test to make sure child sync vars are added to network table
32 Days Ago
Test passing controller input to input context
32 Days Ago
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies Izabu: Don't try to destroy null proxy Fixes unable to parse guid error when trying to load properties called "id" but the type is not a guid (Fixes Facepunch/sbox-issues#5181) ImageFormat.Default uses RGBA8888 Ensure PanelComponent finds its parent If PanelComponent gets enabled before WorldPanel it fails to find a valid parent Resolves sbox-issues/issues/5024 Fix NRE if destroying object in animation event In the PrefabFile upgrader, upgrade Id to __guid as well if possible, fixes corrupt prefabs from before when it was called Id Authority check for network destroy - can never arbitrarily destroy unnetworked objects Authority RPC now correctly uses invoke permissions from the AuthorityAttribute. When calling Authority RPC, if there's no owner, the target would be the host connection Move Json.Upgrader out of Sandbox,Game, have it filter by type Add GameResource.ResourceVersion Inject version into gameresource saves Change DeserializeToObject to use JsonNodes GameResources can define JsonUpgraders v1 upgraders for SceneFile and PrefabFile Add GameResource.LoadFromJson and use that anywhere we load a GameResource Fix PrefabFile upgrader doing nothing Fix tests, supply upgraders Add [RequireComponent] Postprocess components use [RequireComponent] https://files.facepunch.com/garry/436210e0-e5e0-44d2-86b5-3456d99bfa33.png Refactor Networking/Connection - fixes sbox-issues/issues/4676 Fix SerializedList/Dictionary not converting property - fixes sbox-issues/issues/5104 If we pass in an invalid transform to Steam Audio, just ignore it Fix path stretching asset browser size - fixes sbox-issues/issues/4609 Editor startup cleanup & remove Editor.Utility Support per triangle physics surfaces on mesh shapes https://files.facepunch.com/layla/1b1411b1/sbox-dev_WzjagCCSeA.mp4 Fix RedirectFileSystem DirectoryExists case sensitive Remove key when SetMeta a null value Add ConfigData type Save/load Collision data to ProjectSettings/Collision.config Remove obsolete calls Fix BaseSoundComponent NRE Fix stereo sounds playing one channel Fix terrain trace hit normal Fix all sounds being downmixed to mono ModelPhysics recreates physics on active model change, fixes some props not initializing physics when created in code Sprite shader flips with uv sign Add SpriteRenderer FlipHorizontal and FlipVertical ShaderGraph: Fix ScreenPosition.XY incorrect component count Fix asset browser not finding files on T and U drives Resolves sbox-issues/issues/4560 Created bone objects on skinned model renderer update on model reload and model change Move Networking.HostConnection to Connection.Host Whitelist TaskExtensions.Unwrap Style tweaks ControlWidget doesn't create a struct editor for readonly structs Fix gameobject multi-select editing (blame @kurozael) )( Resolve sbox-issues/issues/5171 by making dragValue match Add Model.Physics.Surfaces to get all physics surfaces used in a model editor Shortcut can be widget, window, or application scope, can have autorepeat, and can respond when input is ambiguous Show exception info in EventSystem errors Add TreeView.StartEditing, simulates pressing F2 Add object.GetSerialized() Fix AudioMeter exception due to being empty Add configurable version of Layout.AddSeparator In VirtualWidget.PaintBackground, only paint if alpha > 0 BaseItemWidget only stomp ShotcutPressed if it doesn't have any modifiers Switch mixers to be tree based, allow saving and loading Default reflection off, don't do any reflection processing if it's off Don't do SA simulate in unit tests Handle missing type in CheckRequireComponent nicer Style tweaks Remove unused sheets Fixed AssetBrowser disaster - Fixes sbox-issues/issues/5201 Rename ProjectSettings to ProjectSettingsWindow Blank off AudioReflections profile so we're not left with old data Expose the audio processors Serialize the processors Tweak NavigationView Allow adding audio processors Transform local bounds by scene object transform in CMeshSystem::ChangeModel, fixes incorrect bounds on mesh renderer model change Reset anim graph instance on model change These should be continue, not return Precache the sound before trying to preload it These refs aren't really for us Unused We don't really need this cache size logic, right Reconfigure this Give some warnings if we fail here, just so we know Tweak SoundFile.LoadAsync, GetSamplesAsync Fix crashes due to returning address to temporary locals Split this off Cubemap fog uses material inside hammer now MapInstance now loads Cubemap fog reference ModelDoc option to disable keyframe interpolation to allow for constant keyframe animations F1 brings up the game description modal Add to AnalogLook description, letting everyone know it's already scaled by sensitivity Remove unused Show info when entering a game Fix modal cursor when in game Improve animated sceneobject bounds, include render bone sphere radius, fallback on mesh bounds Include model view bounds too Don't show header/footer when viewing game info Vulkan: Show error message box and bail on VK_ERROR_DEVICE_LOST Vulkan: Enable Nvidia Aftermath for GPU crashdumps with VK_NV_device_diagnostic_checkpoints Vulkan: Add VK_EXT_device_fault support and dump info after device loss Vulkan: out-of-date or suboptimal swapchains are verbose logging Vulkan: Assert for absurd swapchain width/height that are happening during shutdown Vulkan: Log layers that are older than specified API version, these are the most likely cause of GPU device crashes Merge branch 'master' into multi-comp-synvar
32 Days Ago
Implement default LED colors based on instance, rumble the gamepad on every button press test
32 Days Ago
Remove legacy sdl haptics code, replace with SDL_GameControllerRumble
32 Days Ago
Didn't mean to push this launch setting
32 Days Ago
Update sdl2 lib
33 Days Ago
Vulkan: Show error message box and bail on VK_ERROR_DEVICE_LOST Vulkan: Enable Nvidia Aftermath for GPU crashdumps with VK_NV_device_diagnostic_checkpoints Vulkan: Add VK_EXT_device_fault support and dump info after device loss Vulkan: out-of-date or suboptimal swapchains are verbose logging Vulkan: Assert for absurd swapchain width/height that are happening during shutdown Vulkan: Log layers that are older than specified API version, these are the most likely cause of GPU device crashes
33 Days Ago
Push missing lib
33 Days Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later) GameController -> CGameController, some code refactor, Controller is a handle
33 Days Ago
Don't show header/footer when viewing game info
33 Days Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c# Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler GGX filtering Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples Assert isn't valid anymore in ComputeImageViews since we can pass a cube array Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV
33 Days Ago
Include model view bounds too