branchsbox/custom-client-inputcancel

55 Commits over 61 Days - 0.04cph!

1 Year Ago
Copy over changes for shader resources Remove old .vfx, .vcs Forgot some vpc files Build content Update assettypes.txt Update resourcecompilersystem.cpp Forgot shader asset type images Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found Enable all modes for error shader Recompile all core shader resources from master Update high_quality_reflections shader Recompile base shaders Update Graphics.Paint and PanelRenderer Update shaders.def Make damn sure all shaders are packed from vcs from master Material doesn't grab shaders from resource system anymore until I figure out why it was fucking up Switch back to using resource system to get shaders for material, remove vfx dictionary Free shaders for static combos that have zero ref count Destroy static combo shaders when deallocating shader resource Create all modes for error material.. again Switch to error resource if setting up static combos for mode fails Switch to ResourceIsError for other places that need to check if a shader is error Remove deallocate logs Simplify mat_reloadshaders, just do a shader and used materials blocking reload Fix assert on material layer destructor, static combo ref count should be fine to be zero here, we probably should reloaded shader update all_shaders.txt Allow access to material attributes without asserting, if modes have loaded Delete me_shaderselect.cpp Don't publish core/*.shader to steam 🦆 Update vfx_compile_helpers_d3d11.cpp update content from master Merge branch 'master' into shader-resources update core materials from master Add shader macros back in Fix crash hopefully stopping build-content from failing Merge pull request #651 from Facepunch/shader-resources Shader resources Build content Don't free shaders for unused static combos until I figure out why it's crashing Just get rid of FreeAllUnreferencedData, shaders are destroyed when resource is, so this shouldn't be needed and if it is we can do it better anyway particle procedural mat uses shaders/spritecard.shader for shader keyvalue Make mat_print_shaders work again, mostly just for my own use Make mat_print_shader_info work again null check resource data when deallocating shader resource (can this even happen tho?) assign layer shader to error resource if it couldn't load the shader we want Don't try to set default textures for raw material that has error shader Dont use GetErrorResource, it's fucking us up Don't try to deallocate error resource, because this is a thing that happens apparently :S Actually load all modes for error material, check for the actual error shader was wrong Remove refcount from vfx, the resource now has the refcount Add back ogniks fix for sboxgame/issues/issues/2533 Maps can use entities from addons tagged "map entity", these addons are mounted for the map independent of game and are accessible from Hammer entity tool Fallback to error shader if setting up static combos for mode fails Remove some parts of material editor still assuming .vfx so we can start phasing it out Compile optimized versions of all base addon shaders Force shaders changes in base to always compile optimized We keep pushing unoptimized shaders. End user ends up having to compile them all the time when they want to build optimized shaders. Lets force base to always be optimized so we don't make this mistake again Fix mat_reloadshaders not trimming properly, check if shader resource file even exists for good measure Revert back to the old way of reloading materials, blocking resource reload isn't stable Removed SteamVRImport as it was unused Fix mat_reloadshaders not finding all the proper materials it needs to reload Blocking load static combo requests, seeing little or no benefit to async and it's fucking us over Fix foliage shader always failing MD5 check, rare situation where the shader has a program defined (geometry shader) with no code inside Fix Graphics.DrawRoundedRectangle not drawing a border SetDefaultToRendersystemEmpty for vfxcompile, this should allow it to run on build server I hope Cleanup and strip native postprocess pipeline and shader, fix dx11 validation error, remove unused combos, features & attribute - remove unused convars: r_post_fxaa, r_post_vignette, r_post_film_grain, r_post_mirror_horizontal, r_post_mirror_vertical Add mat_free_shaders so I can see how many unreferenced shaders can be destroyed Build rendersystemempty when building shaders Fix directional lightmaps and tangents on shadingmodel (including blendable), cleanup blendable, make directional lightmap settings not user editable since they're bullshit for artists We always want fast compile on iterations Recompile blendable Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum https://i.imgur.com/l5kIX0T.png We do want to depth prepass in monitor views, it's much faster Revert "Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum" This reverts commit aef55245f9cb3c500db9e32259cbde7f4b9f616d. Load spritecard shader with the main shader manager manifest so hopefully map compiler always has it loaded BuildShaders.bat needs to build the whole resource system now because shaders and resources. So do that. Fixed numerous Rust models having incorrect collision We aren't actually encoding normals on standard shader, so let's fix that, also let's have it DXT5 instead of BC7 Allow to add non-forbidden headers to Http requests, we should replace this whole class soon Drop some shader related breadcrums Warn us if we can't open file stream for static combo decompression, I don't know if CUtlStreamBuffer warns us Fix editor crash on exit (causing layout to not save) Compile optimized base shaders again Redo public MSAA shader api & update glass/passthrough for it Should fix that random d3d11 error we get Fix potential NRE in Panel.TickInternal() OnAssetFileChanged doesn't throw an exception when the file was deleted Handle and report template parsing exception Fixed exception reporting wrongly classifying old addons as engine exceptions Fix menu exceptions getting ignored Error reporting classify tools propertly Update exception dsn This test is a bit subjective, lets give it more breathing room Moved network and api protocol into src/common/protocol.h, deleted unused version stuff Oops, unmangle engine.def Merge branch 'master' into custom-client-input
1 Year Ago
Merge fixes incompatible
1 Year Ago
Fixed changing asset types breaking paths with spaces in Asset Browser Added asset type locations to Everything in Hammer https://files.facepunch.com/rubat/1b0111b1/4YRjDUkg2p.png This only includes stuff that can be drag'n'dropped in Hammer Fix soundscape drag'n'drop not applying offset from hit surface New Outfit! - Bomber Jacket https://files.facepunch.com/daniel/1b0111b1/slack_sEoatXbAqn.png LODs and skinning adjustments coming. aoproxies: fix crash when a non-anim sceneobject has bones and aoproxies, the game used to override sceneobjects to be anim so this code made assumptions aoproxies: optimize loop over aoProxies by ref instead of copying Add SceneParticles.SetControlPoint that takes a snapshot Cleanup AO functions Make sure we have scene worlds before fetching one for the shape manager CShapeManager: all of this should be const auto& Can we stop pushing `#pragma optimize("",off)` to master Remove vr_ prefix from things that aren't actually dependent on VR vr_msaa is VR exclusive Typo :S Bomber Jacket LODs Plus adjustments to Hivis Jacket LOD3 shape Recursive content recompile Skater Helmet LODs + Modeldoc adjustments to Hivis light prefabs tweak, adding missing LOD to some models, model physic setup Merge branch 'master' of sbox Smart Jacket LODs removing test asset Merge branch 'master' of sbox Added Input.SetViewAngles - actually sets view angles Use Input.SetViewAngles for setpos/setang & Game.MoveToSpawnpoint Added Go To option to entity list in tools (uses setpos concommand) Fix cable_dynamic entity not existing Merge branch 'master' into custom-client-input
1 Year Ago
More diagnostics for TestAccessControl and OnAddonsCompile with scopes of each stage Fix asset.party sound(scapes) not loading for local maps unless they were opened in Hammer first Fixed Game Launcher play button not working on game start when the selected item is the first one Added upgraded docking system Fixed an issue with bind proxies change detection Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change. Fixes sboxgame/issues/issues/2594 Minor cleanups Revert "Fixed an issue with bind proxies change detection" This reverts commit 25876a3af2d31f764e5ccbcc3774b36b39b992e1. Remove DisplayInfo.For cache, it sucked hard under parallelization - after thinking about the best way to do it, it doesn't need to be done really.. Can use TypeLibrary.GetDescription<T>() instead where it's already cached Fix Hammer Asset Browser not creating Update Facepunch.SymStore to .NET 7 Update Facepunch.SymStore.exe Fix crash caused by invalid vertex stages trying to be loaded on material compilation Embed shader macros so we know what combos are set when viewing shader debug info Update Facepunch.SymStore.exe Make Window.StatusBar able to handle late initialization of statusBar() - fixes Hammer asset browser assets disappearing due to native ptr in StatusBar being null Citizen/animgraph: increased long idle tag trigger time from 5 to 60 seconds Fixed an issue with bind proxies change detection but passes tests now Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change. Fixes sboxgame/issues/issues/2594 Merge branch 'master' of sbox "Projcet" -> "Project" Fix crash when closing console and restoring default layout Fix unable to close/open game view dock Arrange View/ menu alphabetically Fix gameframe fullscreen Give Hammer asset browser object name and icon again Merge branch 'master' into custom-client-input
1 Year Ago
Diagnostic fixes Move Debug Overlay options Asset party type selector Move TagPicker to TagPicker files Fix NRE when hotloading after closing hammer TagEdit - updated asset browser & publisher https://files.facepunch.com/garry/cfb1e92e-6654-43c7-95ec-b587a7fe34b4.png Move Map/MaterialMenu files Update AssertNotPreSpawn message Fixed EntityComponent.Entity being null in OnDeactivate Merge branch 'master' into custom-client-input Asset Browser handle spaces better https://files.facepunch.com/garry/0c89437d-84c0-439e-85e5-6fb5e5232f8b.png Fixed comboboxes in assets firing OnChanged event when first created Also fixed not changing the combo box selected item firing OnChanged event SoundEvent preview extra uses Audio.Play Some documentation UI2: Hook up "not-allowed" cursor type Update citizen eyes materials Fix assets not firing PostReload when updated from memory New Outfit Piece! - Skater Helmet https://files.facepunch.com/daniel/1b2911b1/sbox-dev_M98p5o19LV.png WIP and in need of LODs that will be coming ASAP. Add a palette to the color picker Add ParticleSnapshot resource class Bind UpdateParticleSnapshotFromVertices Add Particles.SetSnapshot from resource Allow procedural particle snapshot to be created from managed Add ParticleSnapshot.Vertex Update particle snapshot from vertices Documentation Include creation time in snapshot vertex Show facets in asset browser https://files.facepunch.com/garry/ad56d755-b646-4e12-a854-f43e1b1cad49.png Fix ParticleSnapshotVertex_t being incorrect Hammer API: Add event Selection.OnChanged which fires when your selection set changes Fix crash with Hammer.MapAsset when there's no map asset Hammer Asset Browser: Add @selected and @inmap tag filters https://files.facepunch.com/matt/1b2911b1/sbox_zPl9iqmF1Z.png @selected shows map mesh materials too Add Hammer specific locations to asset browser for Selected, In Map, Prefabs https://files.facepunch.com/matt/1b2911b1/sbox_CTSLP9Ccz5.png Hammer: Make default Asset Browser the C# one, label legacy as legacy and tuck it away in View -> Toolbars Don't cock up MainAssetBrowser with double spacing Fix not being able to load maps by path, usually from launching map with Hammer or building cubemaps Fix SceneSunLight using invalid native pointer Don't obsolete Texture.CreateArray, 2d texture arrays and 3d textures aren't the same thing Actually hook up a count for TextureArrayBuilder to work.. Updated to .NET 7.0 and C#11 Please update Visual Studio if you're experiencing issues with it. Read more about what's new here: https://devblogs.microsoft.com/dotnet/announcing-dotnet-7/ Skater Helmet Reskins White Checker and Camo Skater Helmet skins Sorting out the Sub categories of the tops and bottoms Hammer: Update sound(scape) drop targets to use file paths Also allows drag'n'dropping asset.party soundscapes. Map compiler does not complain about invalid format of unset sounds Fix handle leak in RenderTools.ResolveDepth/FrameBuffer causing huge vram leaks when using glow Fix compiler refs to System.Security.Cryptography, in .NET 7 they've merged the 5 dlls into 1 Hammer: Selection API only supports object mode currently, fixes crashes using it when the active selection mode is non-object Fix material editor not writing to image meta, fixes texture settings Allow boneless hitboxes Add a dict of native to manged materials so we can grab them from native Merge branch 'master' into custom-client-input
1 Year Ago
Fix high quality reflections showing checkerboards when it shouldnt Give QMenu a minimum width Fixed sound preview button not appearing for soundscapes Added sound preview for .sound resources in inspector Updated map template to not have missing KVs and use correct PP ent Documentation & cleanups PackageSelector specify a query e.g type:game instead of Package.Type.Gamemode, fix Hammer Add Game showing all non-game packages too Implement Soundscape.MasterVolume GameResources in maps properly adding asset system references Disallow editing of cloud downloaded game resources Optimize Prediction.WasPredicted, iterate RpcHistory backwards to delete previous ticks Don't Prediction.Watch when prediction isn't enabled, won't needlessly fill up RpcHistory when using the Sound system clientside only or any other ClientRpc systems Fix clothing list not rendering initially Add ContextMenu which automatically deletes itself on close. Try to use this whenever popping up a one time context menu. Move Project Enabled context menu option to first position Return early in DrawTextBox if rect is invalid Sully the project list with stats and warnings Allow for point light mixed light shadows Remove old lightbinner that isn't used Remove FOG_LIGHTING_MODE_BAKED_NOSHADOWS, it's only used for hammer preview and just confuses people, default lights to affect fog Make Henyey-Greenstein curve from dynamic fog match luminosity of baked fog, improve TAA on fog https://imgur.com/a/h4G7Qr4 Fix baked fog Make voxel resolution from env_volumetric_fog_controller be less confusing and match the description of combined lights, default indirect lighting to 1, increase draw distance Completely eliminate flicker on far fog clipmaps while reducing ghosting New Outfit Piece! - Smart Jacket LODs coming ASAP. https://files.facepunch.com/daniel/1b2511b1/sbox-dev_xqXleftbBj.jpg Revert "Allow for point light mixed light shadows" This reverts commit 46e7af989de7c83b3c8b8898978b88da7145c4e6. Hat LODs Bucket Hat, Nerdy Glasses, Fedora and Flatcap now have LODs pass on the light material (lamp post, ceiling light etc) and prefabs Merge branch 'master' of sbox Adjust editor console styling. https://files.facepunch.com/rubat/1b2511b1/A0aAcWaH3M.png Don't do tiled rendering on skybox, unlikely to yield any gains, fixes all the remaining problems on tiled rendering due to ordering Backport UI fixes that were on resource-refactor branch, makes it stop asserting like crazy on debug Eye shader now adapts the iris to the luminosity of the env 👀 https://i.imgur.com/lLUm03S.png Add parallax to citizen's eyes https://i.imgur.com/ItsxkjG.png Rust player has the same eyes Rework how Tools.GameData handles new assemblies, only reloading entities from them and batch them to refresh, go from consuming 140ms -> 8ms on hotloads. Fix local packages and make older asset.party assemblies work. DisplayInfo cache Skip byte order marks when trying to compile shaders sboxgame/issues/issues/2533 Don't cutoff rough high quality reflections, we already have optimizations to deal with that, fix directionality of directional AO when there's no lightmaps https://i.imgur.com/eA8f4pJ.png Fix GameData accepting inherited [HammerEntity] as a map class, it's explicit on every entity Tools compile newly enabled games on localaddons.changed - tools need games compiled for GameData and GameResource assets Eyes have roughness mask too https://i.imgur.com/tSxAguq.png Fix editors (hammer, modeldoc, etc.) autosaves for files outside of the game directory Clarify addon's PrimaryType field Double click project row to open properties Package Settings page Use project settings window to configure asset packages Project publish wizard foundation Enforce/Signal package ident length to avoid silent fails Get rid of IWebProgress, add simple action callback instead New publisher works Delete old PublishWindow Merge fix Upload wizard fixes Clean up and make it all work for non single file projects Clear the package cache after successful upload so it'll be usable immediately Delete PackageSettings page, replace with button Fix map list not displaying tagged maps for #local packages Fix package card's body text sometimes shrinking and getting clipped Minor avatar screen cleanup Startup time diagnostics Add Sandbox.Utility.DisposeAction More startup time diagnostics Hotload diagnostics Compiler diagnostics Merge branch 'master' into custom-client-input
1 Year Ago
Additional types
1 Year Ago
Early out if no managed inputs to write
1 Year Ago
Fix Shape Buffer not being generated and being cleared at wrong moment Prototype directional AO, fix reflections not showing up on shaders Send proxy mesh info as proper capsules rather than ellipsoids (which has always been silly), unify debug overlay code for them implement capsules in shader, encode directionality https://i.imgur.com/RMaTU6Q.png Implement capsule shape on reflections too https://i.imgur.com/ZEf0dxa.png Unify all aoproxy code so it's not a mess all around, makes it easier to add new shape types, add stubs for cylinder aoproxies Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png Dot product with geometric normals to avoid double occlusion on AO, fixes most artifacts Remove edge artifacting with ambient shadows https://i.imgur.com/GV8SXq3.png Misc tweaks and fixes, set default AO distance to 40, better self occlusion filter Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo Disable aoproxy caching on models with animgraphs update shader objects Cleanup, better do vignietting Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one Fix aoproxy shapes of most standard props Add support for high quality reflections in Complex shader Add high quality reflection option to complex Cleanup directional AO, have softer vigniette Some more prop aoproxy adjustments Fix flickering on directional AO probes Readd AOProxy instancing, batch AOProxies by LPV Increase precision of SDF tracing Fixed text panels not updating when string changed Merge branch 'master' into custom-client-input fixed holes and added LODs to the telegraph pole AssetSystem & GameData docs Sort asset references in inspector by type and name Makes it easier to see what's what. Also reduced vertical whitespace a bit. Added confirmation popups for deletion of assets/projects This also lets the user know what exactly will happen to the asset and project files upon removal/deletion. Fixed certain assets showing 2 icons in the browser AssetType.PrefersIconForThumbnail is now set correctly Remaining asset type/system docs More documentation Add SetRemoteDestination to trigger_teleport Validate organization thumbnails for asset.party selectors Validate AddonSelectorDialog org thumb - we've got 3 panels doing the same thing here, I'll unify them in the next couple of days Added multi-select support to Hammer's Entity Tool selector https://files.facepunch.com/devultj/1b1911b1/sbox_6eFNVff4fk.mp4 Removed GameSelectorDialog, renamed AddonSelectorDialog to PackageSelector Solves #621 PackageSelector uses Package.FindAsync Api Only try to sample from reflection buffer if we have reflections defined at all on the shader Add SceneParticles.SetControlPoint for rotation and transform Move ParticleAttachment to engine, this is something we'll need in tools, not just game Revert "Move ParticleAttachment to engine, this is something we'll need in tools, not just game" This reverts commit 1c9df82ec6bb1371f321125a19b915be853016eb. Add Application.CursorPosition setter (used for locking cursor in tools) Put ShapeManager on SceneWorld rather than in a singleton, fixes flickering with multiple panels Revert some experiments that shouldn't be in this branch Update shader files Sample default direction if we don't have a lightprobe Fix VR perspective on directional AO and reflections Menu: Open video settings navlink by default Partial fix for audio breaking when sounds are played really far away Documented BaseItemWidget Actions, added ItemDeselected, ItemsSelectedTo Remove AddonProperty, replaced usage with PackageSelectorProperty, added defaultSelection to PackageSelector, added placeholder UI to see current selection https://files.facepunch.com/devultj/1b2011b1/devenv_OUH7xVz5AK.mp4 PackageSelector: Re-added #local to local packages Citizen/clothing: disabled jiggle on hard hat ModelDoc: Added more info to "not in CONTENT folder" error message Added hotload_log engine convar New Dress + New Hair Fixing LOD1 of Tactical Vest Show all leaderboards in menu again Basic support for {map} leaderboard name substitution Only supported for MapSelect.Official Avatar screen subcategories and clothing variations (#626) Adds Parent to the Clothing GameResource Clothings with a Parent will be displayed as a variation in a separate panel Categorizes clothing items by their subcategory Updated a few items to have subcategories and parents Limit main menu leaderboard list to 5 items for now Hammer: Ability to reset selected material Asset Brower: Make disabled asset types a bit easier to read Prettify FBX asset name Add Model.AnimationCount and Model.GetAnimationName Add tooltips to collapsed sidebar of entity selector Add Model.MaterialGroupCount and Model.GetMaterialGroupName Complete fix for far away audio from breaking our sound system Closes sbox/issues/615 & sbox/issues/622 & sboxgame/issues/issues/2461 Set max height for package description in menu For sboxgame/issues/issues/2575 fixed cctv_globe/mount mesh orientation and naming, updated physics and prefabs Merge branch 'master' of sbox Clothing Outfit Orginised / Parented for Colour Variations Remove Compiler.ReportCompileDiagnostics - this was only used in non-tools mode and was double printing something already handled in CompileGroup Merge codegen diagnostics into Compiler.Diagnostics so errors/warnings show in editor error list or console in non-tools If codegen reports any diagnostics of error severity, fail the build ( warnings won't fail the build ) Don't run with rendersystemdx11 at all for content building, merge results on finish rather than on batches, reduce number of processors for testing Clean up some generator diagnostic descriptors, make them more clear, set severity to warning on warnings.. Non-static ConCmd.Client errors Add scrolling to leaderboard list in menu Always use addon map list for map leaderboards in menu CI worked perfectly with the previous thing, let's try without processor throttling Add -skiprendersystem param instead of forcing to it, map resourcecompiler needs GPU Merge pull request #614 from Facepunch/aoproxies-suck AOProxies Rework Fix addons targeting local projects erroring - don't use #local in addon compiler references, there's code further down that will favour local package If an addon doesn't target a specific game add a reference to base - Sandbox.Internal.AssemblyModifier seems to take care of all the references Organising of Hair / Parented + New Baseball Cap reskins Entities can use GameResource types in properties Styling consistency for game frame comboboxes Hovering asset list will show asset path in status bar Fix directional AO shipping without actual directionality Delete created sound(scape) entity when drag'n'dropping outside of a Hammer view Fallback code for Hammer drag'n'drop assets with spaces in their path New package facets api replaces categories Reducde RS2008 severity Fix RS1024 warnings Disallow re-publishing downloaded assets from asset.party Fixed an exception when right clicking assets in "Dependencies" tab Show cloud downloaded assets outside of "Asset.Party" category too Fixed a warning in RuntimeAddon Generator: Replace ConCmd.Server|Admin attribute to include method signature (when needed), supports having two ConCmds with the same method name. Fixes sboxgame/issues/issues/2577 Added link to remote asset to OMG SUCCESS window And to right click on assets in asset browser in not asset.party category Sound preview in Sound Event editor stops on panel destroy Add disable mesh merging setting to prop_static Added PostUI render hook sboxgame/issues/issues/2436 Update steam audio to 4.1.2 Re-enable embree for steam audio again Improve selection & style for items with variations Merge branch 'master' into custom-client-input
1 Year Ago
Clear background image if setting to a missing/invalid image Add Package.FindAsync (new api) replaces Package.Query Only compile runtime local addons if they need compiling Load runtime addon resources on activate (so sounds work etc) Add active property to button Don't render game ui in VR, it showing was a regression from render hooks. We can revisit this if we end up doing a separate desktop view for VR games Added PhysicsBody.SurfaceMaterial, deprecated SetSurface/GetDominantSurface Obsolete Entity.IsFollowingEntity & FollowedEntity Documentation & cleanups Launcher: when adding local game config, append game ident with #local, fixes not loading into the correct games ScenePortal docs Entity bone methods throw on out of bounds input Updated the Project Page to use game selectors for Game Support, Parent Game and Target Game instead of having to manually enter semi-colon separated values Merge branch 'master' into custom-client-input Ensure custom selector properties are reset when new project is selected + fix for QWidget error if Update is called at end of async FetchPackages method but widget is no longer valid Merge branch 'master' into custom-client-input Menu is allowed to access engine convars - unfucks all the settings menus Use TryGetMeta instead of being a nob Merge branch 'master' of github.com:Facepunch/sbox Merge branch 'master' into custom-client-input
1 Year Ago
Add Client.IsFriend Fix compiler not finding runtime game dll when compiling runtime addon Can get TypeDescription by fullname (namespace.typename) Runtime addons can define their primary class Fixed codegen removing all namespaces in generated files This is primarily for property initializers Properly fix codegen removing all namespaces Load System.Security.Cryptography.Algorithms.dll, System.Security.Cryptography.Primitives.dll - and whitelist System.Security.Cryptography System.Net.WebSockets for tool addons Greatly increase depth precision for world, fix decals in VR, don't do viewmodel offsetting at all on VR Fix Undefined Behaviour In Tiled Rendering vr: make debugoverlay work on right-eye again, don't constantly change render target to swapchain vr: debugoverlay behaves properly for multiview instancing now too Outfit Reskins Variations + LODs Update shaders with adjustments for tiled rendering projected decal shader: adjust the instance id under multiview instancing so it actually appears in the right eye - decal space position still seems off though Release shader for projected decals Get rid of anaglyph and parallel stereo rendering modes r_stereo_multiview_instancing: default 1, same as VR Add Debug menu options for stereo rendering to the editor ( easy way to see if your game renders properly in VR ) Local packages untangled from remote packages Local packages now end in #local and are completely separate from remote packages. This means you don't have to disable your game project to test the published version. It also means your launch configs are now broken. To fix just go in the config for each one and set them back up. I've updated the Game list page to razor so we could have the local game tab. Don't bother with multiview instancing unless we explicitely want it, previous behaviour was to always ignore it even when we wanted it, fixes decals and other stuff in VR Fix r_stereo_multiview_instancing affecting non stereo rendering projected decals: small compile fix for shader Clothing Texture Variations + Makeup Merge branch 'master' of sbox release shaders for projected decals - should fully behave in VR now Update sentry-native 0.5.2, add Crashpad WER handler which bypasses SEH to handle __fastfail and stack buffer overrun crashes vr: particle renderer don't initialize 4x vbos for instancing, only need 2x vr: fix cables renderer adjusting the transform id the wrong way, cables will render in right eye again Launcher: first draft for selecting addons for game configurations https://files.facepunch.com/devultj/1b1611b1/sbox_pbcF7SRE4R.mp4 Less debug spam Switch to new find/get api endpoints Don't use localhost api - I knew I was gonna do this eventually Unfuck VR culling frustum which was causing scene objects to get rejected thinking they were only visible on 0.1% of the screen vr: don't transform hand's angular velocity to anchored pose, it's not something you want or expect to be affected by it Fix Panel.OnParametersSet getting called twice Hammer: Try to guess static overlay projection distance from scaling more crash fix for when m_pInterpolatedBoneTransformWeights is nullptr, missed checking the src vr: controller poses scale properly with VR.Scale now, so your hands are where you expect them Add GetName & Count to MorphCollection Extra info for ModelEntity.SetMaterialOverride overlaods Fix incorrect blending on spritecard, makes render scene test pass Fix tags not going to the datatable on client only entities, stopping collisions and traces working properly adjusted bird_spikes size to be grid size+ LOD tweak tweaked bird_spikes LOD2 tweak ad board to have the glass on the grid and reduce z-fight on LODs Sprite card compiled shader with fixes https://i.imgur.com/B1O3Eqc.png Revert "Sprite card compiled shader with fixes" This reverts commit ed5cfdcc2bd94d525dc48e55373bad7f0889747f. Fix typo on spritecard We only need to rebuild the panel's box if yoga or our parent position changed Add checker for HasNewLayout Don't try to cache null packages Fix transitions causing recursive selector checks Speed up HasClasses Refactor Panel system so PreLayout only recurses when it really really needs to Only call FinalLayout if we need to https://files.facepunch.com/garry/8df37b66-e43c-4c46-9123-022f6888b7e7.png Fix backwards compatibility Fix exception with "say" on dedicated servers vr: controllers linear velocity affected by VR.Scale too RenderHook works in VR as you'd expect without needing to do anything, passing the multiview instancing combo as expected ( doesn't fuck up through monitors either too ) Viewmodels can multiview instance, not really useful but less annoying in debug Merge branch 'master' into custom-client-input
1 Year Ago
Support extra types
1 Year Ago
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1 Year Ago
Make sure StopProcessing is reset in Input.Process so that it isn't remembered next time Ensure InputDirection client input is consistently set to Input.AnalogMove for parity with old system
1 Year Ago
Citizen: dynamically adjust position of lower leg helpers Fixed Hammer inputs missing descriptions in Hammer Added TimeUntil.Passed & feature parity for RealTimeUntil Added TimerEntity Citizen: dynamically adjust position of lower arm helpers + improved behaviour The constraint... or rather, its result... is now biased towards staying closer to the end of the limb, which preserves the natural curve better. Citizen/animgraph: scale_height (hack week!) now scales the position of IK feet as well (stride length, poses...) Merge branch 'master' into custom-client-input
1 Year Ago
tweak glass materials and advertising_board texture, adding LOD to railing set and tweak lod distances Merge branch 'master' of sbox Removed warning for when a map has non default nav agent settings better default settings for nav agent in hammer Fix Apply Changes not working on Settings menu where it was using old onclick syntax Allow nav agent max distance to go up to 2048 Whitelist more of System.Threading.Tasks.Task: Task.FromCanceled, Task.FromException, Task.FromResult, Task.WhenAll, Task.WhenAny, Task.CompletedTask Games targeting <empty> map don't show map selection Implement "This List Only" map selection Add a cookie on project list's show disabled option Un-whitelist Task.WhenAll/Task.WhenAny, implement them on GameTask and TaskSource instead Fixes transitions not working when no easing function is provided Update style test to reflect CSS spec Testing more performance metrics Add UI tests for transitions Menu: center the avatar panel again, by accounting for the left vertical bar (It also looks nicer with 21:9 now.) Menu: more adjustments to avatar panel + tweaked eye look Add menu option to create multiple sound events from selection https://files.facepunch.com/layla/1b0311b1/sbox_ctRq5YvZNX.png Remove useless line of code Change model thumbnail rendering back to an animated pose, forgot I had changed this Fix strange bug accessing DragData.Url if it wasn't set, checking for null would somehow fail? Hammer: Support drag drop from entity tree view because I keep finding myself trying to drag them in https://files.facepunch.com/layla/1b0311b1/sbox_TbxTgCp7lS.mp4 adding lit version material to advertising board, adjusted LOD geometry Merge branch 'master' of sbox more glass material adjustment adjust advertising material (compile fix?) PhysicsBody.GetDominantSurface returns 'default' when no shapes Give summaries to BaseNetworkable, INetworkSerializer, INetworkTable Throw error in vfxc if we fail to mask a section instead of failing silently Obsoleting GameCategoryTypes Just ignore GameCategory Fix streamdeck popup Documentation pass Hammer API: Add Selection.PivotPosition Add GameSetting.Step for Float types Game Settings: Fix float value sliders being integer only GameSettings: Fix string type settings not displaying Send fonts over network for local games Define default shader parameters for raw materials( Material.FromShader ) This fixes methods like Material.OverrideTexture from not working with procedural textures Fatter menu Strip unused WorldGroupWorldInfo Introduce Material.Set so you can change all attributes within a material or shader This allows you to create materials completely in C# Fix worldgroup crash on server shutdown, see comment in CWorldGameSystem::LoadWorldGroupInfo Add Color Fix crash when compiling material New Outfit Piece! - Puffer Jacket LODs and skinning adjustments coming ASAP. https://files.facepunch.com/daniel/1b0411b1/sbox-dev_TYMTx5v14i.jpg + Some texture adjustments to jumpsuits. Fix crash when changing maps PerformanceTrace Physics World Step Add perf trace for EvaluatePose Add perf trace on trace + prediction Implement PhysicsShape.RemoveTag Only change datatable tags on the server (suspect this will fix https://sentry.io/share/issue/2446b124736f483ea51358d927983db6/ Implemented usage of ValidationAttributes to PropertySheet https://files.facepunch.com/rubat/1b0411b1/sbox-dev_NBbW8ZiRDE.mp4 Any of System.ComponentModel.DataAnnotations.* attributes work, including custom ones. There are helper functions for this on TypeLibrary and PropertyDescription classes as well. Use validation attributes on Asset publish inspector Try to generate a better default value for asset identifier Citizen/clothing: minor jumpsuit tweaks Fix crash when shutting down during a level transition Update comments Merge pull request #606 from Facepunch/proceedural-materials ```cs public static void SetupCustomMaterial(ModelEntity myModel) { Material m = Material.Create( "my_cool_material", "simple" ); m.Set( "g_vColorTint", Color.Red ); m.Set( "g_flMetalness", 1.0f ); m.Set( "Color", Texture.White ); m.Set( "Roughness", Texture.White ); m.Set( "Normal", Texture.Transparent ); myModel.SetMaterialOverride( m ); } ``` https://files.facepunch.com/ognik/1b0511b1/199966083-b7e9a595-98b3-4e9d-8cc0-b5850db444f8.png Fixed getters for Widget.Max/MinimumHeight returning width Default ZNear to 4, not 10 if its not set Fixes ultrawide aspects being able to see through walls in Sandbox, etc. Fixed description of SceneCamera.BackgroundColor Fixed Entity.AddOutputEvent setting times to fire to 0 Now is infinite like expected. Citizen/animgraph: first draft of scale_height feature https://files.facepunch.com/maxlebled/1b0811b1/scale_height_first_draft.webm Citizen: adjusted how limbs scale with height Merge branch 'master' into custom-client-input
1 Year Ago
Added BBox.Contains(Vector3) & FromPositionAndSize( Vector3, Vector3 ) Added box soundscape entity DisplayInfo will inherit from interfaces for type members Fix pre-processing shader errors showing up as valid success compiles Add a stop compiling button to the Shader Compile Output Only disable the button if it actually exists Get rid of features.minimal.hlsl. It's the same thing as features.hlsl Expose combo free texture filtering selector for user built shaders https://files.facepunch.com/ognik/1b0111b1/sbox-dev_MUJMmnKlDF.mp4 https://files.facepunch.com/ognik/1b0111b1/sbox-dev_F7l9inPSQS.mp4 Also includes glass & blendable too Catch and report exceptions in OnParametersSetAsync, OnParametersSet When deleting, destroy child blocks first Friend.GetAll() returns empty array in outside of menu Add context menu to entity list, allow deleting Fix entity categories under Map entities Add consistency to explorer widgets Remove some unused gameui Don't reset buttons when mouse cursor window CQAttributeEditor_SoundPicker: use path instead of name for sound events Create a resource reference on sounds in maps so custom sounds will get properly uploaded and loaded with the map This will require you to reselect sounds in your maps to update to their full paths, asset name only is obsolete Group projects better Clip project path text so it doesn't overlap the settings icon Saftey checks around memcpy in CCompositeParentSpaceState::CopyBoneTransformWeights to prevent crash, additional asserts to catch when this stuff is bad Tooltips Fix razor file extension checks case sensitive Settings page partial cleanup Codegen writes correct accessibility for partial classes it writes Add descriptions to TypeLibrary's description classes Focus GameFrame when entering full screen Fixes sbox-issues/issues/2081 Project creator folder selector works first time when path already exists - Fixes Facepunch/sbox-issues#2454 Server list spelling New Outfit Pieces - Shorts and Bucket Hat https://files.facepunch.com/daniel/1b0111b1/sbox-dev_w0N25QkANK.jpg LODs and Skinning adjustments to come soon. Merge branch 'master' of sbox Make it more clear that project rows are not clickable Fixed exceptions when closing publish to asset.party window prematurely Undo unintended changes Deleted prop_dynamic, info(_particle)_target, point_camera native ents Deleted prop_dynamic, info_target, info_particle_target, point_camera native entities They all have c# alternatives Deleted info_null, info_landmark, info_player_deathmatch engine ents Citizen/clothing: bucket helmet seam fix Merge branch 'master' of sbox Whitelist System.Private.CoreLib/System.Diagnostics.ConditionalAttribute Whitelist System.Private.CoreLib/System.Text.* Whitelist System.ObjectModel/System.Collections.Specialized.* Whitelist System.Private.CoreLib/System.IO.StreamReader.get_* and Close() Small adjustment to Shorts Party deck: fix avatar sizing, give margin between add button and party friends - Fixes Facepunch/sbox-issues#2453 Corrected description of (Real)TimeUntil.Absolute RangedFloat can be used in Hammer entity properties now Revert "Focus GameFrame when entering full screen" This reverts commit 8904f4f5b1f11f0a8921373f2a42485a9eaab8ce. Blur and disable console input's focus when entering fullscreen mode This takes care of the editor sometimes auto-focusing the console and getting confused about whether it wants to be full screen or not Support all the different orders CSS border property can be in, add unit tests too - resolves Facepunch/sbox-issues#89 added missing menu tool tip for local games Only call tools.refresh when we have new tool assemblies and not game assemblies Fixed default new material using invalid texture sboxgame/issues/issues/2480 Added option to right click copy asset ident from asset.party https://files.facepunch.com/louie/1b0211b1/sbox_wHZljKuQ2h.png sboxgame/issues/issues/2477 AssertIsMainThread for SetupPhysicsFromModel, this is not safe to do Assert trying to make scene model with meshless model, sceneobjects aren't created if there's no meshes Do the same for sceneobject Fix crash trying to render thumbnail of model with no meshes Fix crash trying to preview model with no meshes Improve error handling for firing Hammer/MapIO inputs Use parameter default value when firing inputs for non number types too Send some performance info Fix particle preview rotation https://files.facepunch.com/layla/1b0211b1/sbox-dev_DE9zLfakRV.mp4 Fix Input.Pressed not working outside of Simulate when FPS was lower than tick rate Citizen/clothing: jumpsuits skinning improvements + ID card on pocket has physics Citizen/clothing: slightly safer angle limit setting on jumpsuit physics Fix StartVoiceRecording and StopVoiceRecording being called continuously when it doesn't have to Merge branch 'master' into custom-client-input Merge in Matt's Input.Pressed fix for when FPS is lower than tick rate
1 Year Ago
Fix tests that use sandbox game Load addons after gamemode is compiled Include base addon with Runtime content Isolate the assemblies in their own LoadContext when loading Compiled assemblies don't need a dynamic name now, unify name with release so addons work on local versions of games Add map nodes MapGroup and MapInstance, example usage of MapInstance: ``` new MapInstance() { Position = Vector3.Up * 128.0f, Target = Selection.All.First(), }; ``` Only tell ac to forget the assembly if it's going away Throw more useful exception when ac can't resolve an assembly For now don't include base with generic addons (needs some work) Use correct assembly name for packaged content When hotloading runtime stuff on the server, also include packaged addons so they hotload too Client hotload in a more organised way Fixed ResourceProperty not working with base Resources Fixed a race condition with loading custom resources in tools Add MapNode.Copy() creates a copy of the node and adds it to the current mapdoc Make Hammer entities correctly categorize local projects again Basic assembly reference rewriting Better handle failed downloads when loading to a server Switch some entity methods to check validity of internal pointer, not realm ModelEntity.TakeDecalsFrom throws explicitly when given null Fix malformed comment on RenderTreeBuilder.AddAttribute Rewrite packaged addon references if needed Merge branch 'assembly-rewrite' Hammer: Fix base entities appearing as if they only belonged to certain local games Only create this package.base Compiler in tools mode once again (for Hammer / GameData), since local compilations are now consolidated with base code Make sure Global.Server gets set OnServerInfo so Global.GameTitle and shit is avaliable, fixes rich presence not working too Citizen/clothing: various improvements Obsolete ConstantBuffer, implement RenderAttributes.SetData Fix assembly resolution when rewriting Documentation + Support for arrays & spans Increase menu build timeout Don't show warnings/info in menu compile error Cleaned up Merge pull request #592 from Facepunch/dynamic-cbuf Dynamic Constant Buffers Fix error list exception Fix error list not filtering Handle and show a message when game fails to load, instead of loading anyway Fixed server thinking build had failed if no build was needed Superluminal instrumentation Lobby settings are saved on game start Some error protection around razor :bind Include razor files in editorconfig Nicer lobby addon list Remove razor binds if they create exceptions Add local category in packageselector Mount local Content type projects on server start up Allows usage of custom game resources from content addons Draw the actual soundscape entities with overlay enabled Improve responsiveness of selected map/game preview in lobby No longer displays previous selected map/game while new data is being fetched Fixed files with capital letters not being accepted for Hammer drag&drop Playerclip shouldn't affect nav mesh Added SoundEventBoxEntity https://files.facepunch.com/louie/1b2911b1/sbox-dev_Pyq7g0zfc2.png info_target C# Replacement Targer.cs > TargetEntity.cs Citizen: added ear_* bones Citizen/clothing: army shirt uses neck_clothing bone instead of neck_0 Made project manager less shit Fix local addons with packaged gamemode Reset the server compilegroup when starting server (to clear previous errors) Fixed line numbers being total bullshit Can drag and drop addons onto the project list Fix lobby addon list not shrinking Cleaned up SoundEventBoxEntity Enable client authoritative mesh groups when setting a client side procedural model so server doesn't stomp mesh groups Combine Projects, Entities and UI into one dockpanel Compile tool base first, so that if a tool addon is broken the UI won't be broken CQBuildMapDialog::GetMapLaunchCommand wraps map name in quotes Citizen: ship "all-in-one" FBX with the game files (The "all-in-one" FBX includes the head and its morphs, unlike the regular LOD0/1 FBX files, because we use a DMX file for this. We might as well put it in here so you don't have to go look for it on the wiki.) Citizen/clothing: v-neck t-shirt skinning/LOD improvements & seam fix Citizen/clothing: fixes to blue variant of v-neck t-shirt Citizen/clothing: (... and RenderMeshMarkup for the blue variant too) Hammer: Fix entities from newly uploaded asset.party games not working Citizen/clothing: adding RenderMeshMarkup for previous clothing items that have a cut-down torso mesh Add IEnumerable<MapNode> MapNode.Children Add MapPath and MapPathNode to C# API MapGroup and MapInstance init their handles correctly Fallback to default code editor if selected code editor is no longer installed Load entity GameData after ToolsDll.OnAddonsCompiled instead of tools.refresh - I think this was accidentally still working somehow, but now it'll hotload and all that shit again Fix errors in local projects preventing base loading for tools ( Hammer entities, ModelDoc data, base resources ), remove hack from Sandbox.Engine and make Sandbox.Tools responsible for compiling base before local projects are added to the compile group Add MapNode.Parent property Remove code I added that wasn't needed Merge branch 'master' into custom-client-input
1 Year Ago
New Outfit Piece! - Fedora.. https://files.facepunch.com/daniel/1b2611b1/sbox-dev_a3Ipo4jVY4.png Fedoras... are awesome. LODs coming asap. Fixed "fire once" or OutputConnection.TimesToFire not doing anything Asset browser addon icons reflect their type Change addon grouping in AddonSwitcher Addons are grouped by Active AND Type. Groups can also be collapsed now. Addons + Razor + New Menu sbox-issues/discussions/2438 Print compile errors when no tools mode Fixed extensions not working Project references normalize and encode properly for XML in SolutionGenerator so Visual Studio doesn't cry when seeing an & New Outfit Piece! - Flatcap Hat https://files.facepunch.com/daniel/1b2611b1/Photoshop_SK6YieyB9t.jpg LODs coming soon. Make our access tests work with new uploaded assembly path Fix uploading addons that target games using legacy uploaded assembly path Make base compiler part of ServerContext.CompileGroup in non tools mode too so local games successfully compile Don't overflow the Embed network table with too many small files - maybe this should be limited to html, css only? Only embed html/scss Fix CAsset::RequireInstanceInfo error This was happening because when updating the splashscreen we spin, which also runs async tasks. One of the tasks loaded a dll, which initialized all the statics. The post process materials were loaded here. The problem was that this was happening before the asset system was initialized, so it all shit itself. Now it spins the UI but shouldn't run async tasks. Fix crashes when trying to set an animgraph on a model with no bones (still allowed because they may have morphs) Citizen: LOD0/1 don't compress tangents/texcoords anymore, fixing shading seams Merge branch 'master' into custom-client-input
1 Year Ago
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity. Merge branch 'master' into custom-client-input
1 Year Ago
New Outfit Piece! - Nerdy Glasses Some nerdy glasses, LODs coming ASAP. Small adjustment to Nerdy Glasses asset Preload post processing pass materials, should fix nvidia crash when using post processing Allow sending compiled shaders to clients Fixed custom game resources sometimes resetting to default values This would happen if you open an asset that references other assets. Keep better separation of game resources between realms This affects editor/menu assets. Basically custom assets in tools are now stored under "Menu" container, not "None". This fixes menu compiled types trying to be used on the server/client, which would throw errors. Fixed editing assets while in-game resetting child assets to defaults Fixed editing custom game resources while the gamemode they are from is running causing any referenced assets (such as List<MyCustomChildGameResource>) to reset to default values on client and server. Merge branch 'master' into custom-client-input
1 Year Ago
ResourceProperty better handles invalid asset types Citizen/clothing: updated buttoned shirt LOD3 Citizen/clothing: updated tank top (fixed skinning, seams, clipping; new LODs) New Outfit Piece! - Hivis Jacket https://files.facepunch.com/daniel/1b2011b1/POLICE_01.png Hivis Jacket to help complete the Police outfit! Skinning adjustments coming soon. Color picker sliders take focus, fixes hex input not getting blurred or updating its value Documentation pass ResourceProperty can support multiple asset types Rubber Gloves Finally here, after 265 days of waiting... LODs coming soon. https://files.facepunch.com/daniel/1b2011b1/Photoshop_qlRaOGmpXZ.jpg rubber gloves thumbnail Merge branch 'master' of sbox Citizen/clothing: LOD3 updates Merge branch 'master' of sbox Update asset list property editor drag'n'drop Now supports List<YourCustomGameResource>, not just List<string> with ResourceTypeAttribute Allows panel transforms to transition between different unit types Make CanEditAttribute uninheritable Fixes IntSliderProperty being applied to float properties Hair LODs Resource selector supports multiple assets when base type is an asset Add `hammer.mapview.contextmenu ( Menu, MapView )` event for tool addons to add options to the map view's context menu Add Qt Menu.Icon Create point entities from map view context menu, most useful is going to be recent entities https://files.facepunch.com/matt/1b2111b1/sbox_bEtaFtYvtm.png Fixed "GameResourceA cannot be cast to GameResourceA" exception sbox-issues/issues/2416 Citizen: fixed very small gaps that could show up in the torso-to-neck region in specific circumstances in LOD levels 0&1 Fix simple shaders render backfaces not working Closes sbox-issues/issues/68 Compile optimized version of ui_text Skip replicating global usings in codegen, they were causing compilation errors because they need to precede non-globals.. but they're globals so we can just not replicate them instead. Color picker sliders signal a value changed sbox-issues/issues/2426 glass tweak on street light and lamp post Always record voice when in VR - we'll probably want an option for this in the future Remove useless water includes, normalize spacing, move Barycentric3Interpolate to domain.hlsl Fixup constant buffers not passing data properly, Allow them to initialize as arrays of a struct & allow lists to be passed too Update water ripple compute to have up to 10 concurrent splashes rather than 1 with constant buffers https://files.facepunch.com/ognik/1b2411b1/sbox-dev_eap3MF7hAy.mp4 Merge branch 'master' into custom-client-input Add Tony's change for always record voice in VR
1 Year Ago
Avoid conflicts
1 Year Ago
Can pass RenderAttributes into VertexBuffer.Draw
1 Year Ago
Make Hitbox constructor internal Obsolete warning fixes Fixed exception when trying to (de)serialize custom asset lists/arrays Fixed DebugOverlay.Texture documentation comment Citizen/clothing: summer shorts skinning update + clipping fix Fix FindFile returning bullshit paths we didn't search for Revert "Fix FindFile returning bullshit paths we didn't search for" This reverts commit 812a7edca9cbf2804fbb7e09c1ec1ed840ae7c19. Fix RedirectFileSystem not checking directory when enumerating paths RedirectFileSystem handles FindDirectory too Don't return the dir we're searching in Remove my old remote package code, this is all handled by vmap metadata now Simple static Selection API for Hammer for getting / setting selected map nodes Stop duplicate "Navigate to Folder" in asset context menu when multiple asset browsers exist What the fuck did I make this native pointer nullable for Add Hammer specific asset context menu for selecting objects using assets and that sort of stuff https://files.facepunch.com/matt/1b1911b1/sbox_9pAdMcU4JQ.png Added implicit casts to System.Numerics variations of Vector2/Rotation Matches Vector3 & Vector4 Update summary of Vectot3.EulerAngles to better represent what it does Integer Slider Property no longer shows decimal point values Merge branch 'master' into custom-client-input
1 Year Ago
npcclip/navclip/playerclip affect nav mesh in Hammer Fixed an assert in ModelDoc rotation gizmo sbox-issues/issues/2135 Color picker style improvements & layout tweaks Fix hue slider being slightly larger Remove nullable from AssetList icon, fixed an error I was getting on editor launch Re-enabled translucent screenspace effects Add IsValueType to TypeDescription sbox-issues/issues/2370 Fix 4-way blendable material crashing & added safety assertions Fixed Group Sort Key Mismatch & Dropped useless "Color" section for blend build shaders Merge pull request #576 from Facepunch/blend-cleanup Blend cleanup Allow glow occlusion color & line width to be customizable Fixes sbox-issues/issues/2395 Replace asset picking with our own in more native situations * Improved the native API for opening our AssetPicker so it's easier to swap out the old embedded asset browsers * QAssetSelectionWidget ( property sheets ) and QEmbeddedAssetPicker ( Active material ) use our AssetPicker * Limit the ability for the AssetPicker to select cloud assets, when called from native we only allowed it when the context asset is a vmap AssetList: don't encode a `file:///` URI in DragData.Text keeping it consistent with all native tools, fixes Hammer not accepting models dragged from our asset browser properly document ColorHsv to be 0->360 instead of 0->1 also update constructor docs to reflect the range too Create text gradients with Skia, fixes overwriting strokes and emojis * Update RichTextKit.dll with newly added Gradient parameter in TextPaintOptions * Deleted D_TEXT_BACKGROUND_IMAGE and recompiled ui_text * Removed text background image from stylesheet parsing * Added new GradientInfo class, generated during stylesheet parsing * Updated SkiaTextBlock to grab gradient info and pass it to RichTextKit Fixed OGG files not receiving correct duration (Recompiles needed) Added SoundFile.IsValid Error handling for SoundFilePreview ConditionalVisibilityAttribute works for child sheets sbox-issues/issues/2162 DragData.Files does not rely on file:/// prefix Add category to angular fog related properties Replace rect definition picker with our own whilst I'm here Add Asset.GetAdditionalRelatedFiles() Upload hotspot .rect for a material asset, only for single assets and not games Add SoundscapeDropTarget so you can drag and drop soundscapes into your maps Citizen/clothing: polo shirt updates (neck seam fix, skinning & LOD improvements) Asset publishing widget doesn't stomp potential asset editor Can publish sound and soundscape assets Handle null thumbnails for uploaded assets, I think garry's already made the backend auto generate them if nothing is provided Asset browser can find cloud sounds, SoundDropTarget supports async setting from package ModelDoc: Don't show duplicate context action for selections that include singleton nodes, these nodes can't be duplicated Clean up model state a little bit, don't need to know about the old model state when setting up rendering Animgraph: Don't allow tags or other items to be removed when preview mode is active Animgraph: Disable state machine condition list when preview mode is active Animgraph: Do the same for state machine tag list Add Widget.OnDragMove cctv_globe, ceiling light glass material tweak Documentation pass Added Angles.Forward, obsoleted Angles.Direction Set ConsoleSystem.Caller to Local.Client for clientside concommands Documentation pass Hitbox Tags (#562) - Added Hitbox, Hitbox.HasTag, Hitbox.HasAllTags, Hitbox.HasAnyTags, Hitbox.GetName - Added TraceResult.Hitbox, DamageInfo.Hitbox - Obsoleted DamageInfo.HitboxIndex, DamageInfo.WithHitbox, ModelEntity.GetHitboxGroup You'll have to update your code to get hitboxes to work again (headshots, etc) - check the wiki page @ https://wiki.facepunch.com/sbox/Hitboxes Add starting & current colors to color picker Pack color picker specific widgets into partials ColorProperty picker tweaks Add hex value input to color picker Allow Graphics.RenderToTexture to be used outside of render block Add Ortho settings to SceneCamera Add DebugOverlay.Texture Fix AO proxies Tone down the intensity, we haven't authored AO proxies properly for a few months Seems to fix sbox/issues/549 Revert "Tone down the intensity, we haven't authored AO proxies properly for a few months" This reverts commit 32b7ca573f22b412419162ae4a4980b18922ce6b. Added sphere ao proxy shapes fixed advertising board glass position, fixed office desk colliders Merge branch 'master' of sbox Merge branch 'master' into custom-client-input
1 Year Ago
Do not try to auto generate mips for static textures that provide their own Rename Sound Definition to Sound Event for consistency Fixed an exception in DragData.Url Added DragData.Files Some tools drag'n'drop related docs Asset lists support multi file drag and drop https://files.facepunch.com/rubat/1b1111b1/sbox-dev_tH20o2aafW.mp4 Implement multi file drag'n'drop for asset list/browser Drop targets don't need to be public MapNode creation/deletion has to be done on main thread, add asserts Null safety checks on map node shit Update to .NET 6.0.10 Improve color picker's layout & design, add an alpha slider https://files.facepunch.com/crayz/1b1111b1/sbox-dev_s2QkeANHgK.mp4 updated glass mats and ad billboard texture Better error handling for Asset.Party uploader Do not display OMG SUCCESS on failure, and actually display relevant errors to the user Whitelist System.Diagnostics.StackTraceHiddenAttribute Fixed codegen errors with string.Empty default values Sandbox.Json respects JsonPropertyNameAttribute Citizen/clothing: hawaiian shirt updates (neck seam fix + LODs) Editing float properties shows & works with full precision https://files.facepunch.com/rubat/1b1311b1/sbox-dev_2A2G1luuKQ.mp4 Fixed a bug with DataBind and integers Fixes sbox-issues/issues/2119 Added property editors for double and decimal types Fixed build not passing databind tests Merge branch 'master' into custom-client-input
1 Year Ago
Add ActiveChildInput and ensure children get added to Inventory on ClientSpawn so they match
1 Year Ago
Write -1 if entity is null
1 Year Ago
Some additional documentation Move MimicBot to base addon
1 Year Ago
Remove redundant inputs. Reverse yaw for bots
1 Year Ago
Some extra docs + rename PawnInput to ClientInput
1 Year Ago
Documentation pass for SceneWorld and related classes Obsolete non implemented methods of SceneSkyBox Zero out native pointer of SceneWorld in its Delete() method Fixing up TextureBuilder documentation Rearrange texture builder methods Added test for adding properties with default values Support for log value histograms https://files.facepunch.com/ziks/2022-10-10/sbox-dev_YnroiYzjt5.png Make Asset.TryLoadGameResource<T> work on compiled assets w/o source files by implementing in EngineGlue::LoadJsonAsset for compiled files Delete unused/non functioning fog override convars Delete fog properties from sky_camera - they do not work Add Widget.OnKeyRelease nullptr checks for Hammer.ActiveMap MapEntity / MapMesh constructors will default to active map doc if not specified MapView wraps CMapView so we can use it in addon space Add `[CanDrop( string AssetFileExtension )]` that support `IMapViewDropTarget.DragEnter( Asset ... )`, make it all accessible to addon space Move MaterialDropTarget to addon space Hammer: Add SoundDropTarget - creates snd_event_point for .sound assets Merge branch 'master' into custom-client-input
1 Year Ago
Try stripping out InputBuilder and see how it feels...
1 Year Ago
Update (obsolete) player and controller examples to use the managed input / pawn inputs
1 Year Ago
Input.LookDelta and Input.MoveDelta analog inputs + copy PawnInput props in MimicBot from target client
1 Year Ago
Match structs
1 Year Ago
Add description attributes to Surface asset for the editor Make "clear" option available for "Unknown asset" in AssetProperty editor Fixed "Collection has a fixed size" error when trying to remove items from an array in an asset Updated all surface assets Added grass surface & footsteps Fixed Resources not loading when networked from server Fixes shatter glass being invisible for clients who are not the host Hammer Map Nodes API Split Hammer save/load logic into different file and document all the internals so anyone other than me can know what the fuck is going on Fix double filesystem dispose with addon config Closes #498 Fixed some histograms being offset horizontally Only show histogram markers that are in range Add Hotload.AssemblyResolver, warn if not assigned when needed Set HotloadManager.AssemblyResolver for client / menu / server Documentation pass Hides Prop.weldParent, Prop.childrenProps and Prop.clonedShapes TagAttribute can now accept multiple tags at the same time Documentation pass VertexBuffer index methods throw if buffer is not indexed Obsolete TextureArrayBuilder Readd single string constructor for TagAttribute Hook up the CMapView's CToolCamera so we can have the camera pos/angles and able to build rays from 2d coords Hammer traces return their hit MapNode by managed handle so can do `if ( tr.MapNode is MapMesh mesh )` now Add MapMesh.SetMaterial( Material ) Real simple drag handler for material packages - this code is all getting shit though time to rip it up Refactored map view drop targets into an interface with attributes: `[CanDrop( Package.Type.Model )] class ModelDropTarget : IMapViewDropTarget` Once I wrap CMapView I'll make this public and make it work with standard AssetType too, so you'd be able to create custom drop targets for your game resources. Simple color picker for color properties Snap to color on mouse press Add comments to new publics Merge pull request #573 from Facepunch/color-picker Simple color picker for color properties Merge branch 'master' into custom-client-input
1 Year Ago
Start stripping out stuff that'll need implementing on pawn
1 Year Ago
Prepare to move a bunch of stuff from user cmd to managed. Clear out eye angle stuff
1 Year Ago
Calculate lod level clamps to max lod level of model ModelDoc: Clean up code for new morph frame compiling now that we know it works Merge branch 'master' into custom-client-input
1 Year Ago
Make ButtonState a struct with implicit bool conversion Write dynamic assembly hash to managed input message. Check hashes match when deserializing, if they don't skip that input
1 Year Ago
Can publish materials to asset.party same way as models Allow non power of two textures in materials, strip some gameinfo image preprocessors code we'll never use too Documentation pass Internalize BaseFileSystem.Watch/Watch(string), WatchEnabled Only used internally. Added PhysicsPoint.Transform Added debug overlays for constraints (ent_text), clean up accessibility & docs Citizen: further updates & misc. fixes around the head & its shoulder seams Previously updated clothing included in this commit Asset Browser: use User order for cloud assets so you see your shit first Asset Browser: can search for cloud materials Hammer Asset Browser: double clicking a cloud material will install and set the current material to it Fix addon editor getting squished and not scrolling Make _metal and _trans suffixes actually work in create material from image Fixed text alignment Citizen: more misc. fixes A working example for the VirutalScrolling ui test Fix black sky Fix color picker stomping hsv sometimes Citizen/clothing: buttoned shirt skinning pass Documentation pass Cookie system does backups on save, add warnings on load failure Trying to track down an issue where all cookies get reset Hide a bunch of internal entity methods Do not fire BaseTrigger outputs if its disabled Renamed TriggerMultiple.Wait to Cooldown Documentation pass Hidden Water.Think Obsoleted Water.EnableShadows, EnableFog & EnableRefraction Hidden GradientFogEntity.TickFrame, ParticleSystemEntity.OnMapCleanup, PrecipitationEntity.ClientTick Implemented ParticleSystemEntity.SetControlPoint Hidden SoundEventEntity.OnStartSound, OnStopSound Made SoundEventEntity.StartSound, StopSound public Added srcds genereated file to gitignore Added Leaderboard.GetHistogram() Basic leaderboard histogram drawing Show markers on friend scores in histogram Citizen/clothing: buttoned shirt LODs Add some extra checks for file watchers Revert "Add some extra checks for file watchers" This reverts commit 00719712d06cd2ea5f06166a561c640476dd3409. Fall back to fetching top scores if no scores around user Throw ObjectDisposedException instead of NotImplementedException when accessing a disconnected clients pawn Try compiling morph frames with an empty weight list instead of setting bones to bindpose Documentation pass Obsoleted Soundscape.MasterVolume, Surface.Dampening, Surface.Sounds.SmoothScrape and RoughScrape on the account of them not being used anywhere Documentation pass Dirt footsteps for testing Citizen/clothing: misc. fixes Merge branch 'master' into custom-client-input Don't add const to ArgPointer if asref is specified Rid of CUtlVectorByte in favor of direct byte arrays
1 Year Ago
Rename to PawnInput Just use TypeLibrary as its cached anyway Add comments + use TypeLibrary Add HasAttribute<T>()
1 Year Ago
Tidy up + add ManagedInputs
1 Year Ago
Delta values for some stuff (only send stuff that changed since last cmd)
1 Year Ago
Fixed IsDown / WasDown and also Pressed / Released being swapped
1 Year Ago
Revert "Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property" This reverts commit 6d29a14ea85614a2c91c8f670f73e5ebb30e60cf.
1 Year Ago
Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property
1 Year Ago
Fixed compile error from copy paste 🥴