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13,525 Commits over 1,522 Days - 0.37cph!

1 Year Ago
Gas cylinder fat refreshed gas cylinder model and bug fix
1 Year Ago
Update yoga src to latest HEAD (adds gap support and some opt-in experimental fixes for making absolute positioning behave more like web) Get rid of old nuget yoga 1.5.0-pre1, replace with latest .net6 binary built from yoga#1207 Update yoga.vpc to build a DLL + build with /fp:precise otherwise the NaNs Yoga uses won't work Compile yoga with $NO_STANDARD_VALVE_CODE so we can use our yoga.dll in tests without tier0 dependency Fix Sandbox.UI.Test native dependency yoga.dll Yoga sanity unit test Fix Sandbox.UI.PositionMode not matching new YogaPositionType which has Static at the start now Might as well support `position: static` Default position is static and not relative, might break some ui where left/right/top/bottom have been misused w/o position: relative/absolute Hook up row-gap, column-gap and gap css properties Fix partydeck styles glass styles can use gap ! Delete yoga.dll now it's compiled Move Managed Tests to after native build - because we likely want some of the dlls to test Build native before managed Edited the wrong yaml Merge pull request #716 from Facepunch/update-yoga
1 Year Ago
New Clothing - Biker Jacket! https://files.facepunch.com/daniel/1b1011b1/sbox-dev_3rVxeZCbMB.jpg LODs and skinning adjustments coming ASAP
1 Year Ago
Ingame console doesn't use templates anymore GameSetting use razor Menu back to horizontal Servers Widget Games widget Don't lowercase texture path when loading (because http can be case sensitive!) Hotload textures in the menu properly Add MenuUtlity.OpenFolder NewsWidget Style tweaks Event widget Navbar cleanup PlayerWidget Navbar cleanup Clean main menu styles new & trending Refresh server list widget automatically Package list sidebar glass style Dirty check PanelNode properly Add TreeNode.SetChildren Sidebar can be bigger now If the razor @ref is the wrong type then ignore it Fixup partydeck Merge pull request #712 from Facepunch/main-menu-sucks Main menu sucks
1 Year Ago
Whitelist `System.Type.Equals( System.Type )` Whitelist compiler attributes required for C#11 required modifier Keep box-shadow within the original scissor so it doesn't overflow
1 Year Ago
ui test: transform rotated + border-radius scissor test ui: when rendering box-shadow never render under the box itself (using an inverse scissor rect) so transparent backgrounds look as they should before: https://files.facepunch.com/matt/1b0811b1/sbox_l0kQbIIJ1c.png after: https://files.facepunch.com/matt/1b0811b1/sbox_jVYco6DRg8.png
1 Year Ago
ui: scissor rects can have a transform matrix, scissor panels post transform position too - fixes lots of oddities with overflow: hidden and transforms before: https://files.facepunch.com/matt/1b0811b1/sbox_6te0egX6cg.png after: https://files.facepunch.com/matt/1b0811b1/sbox_BMeWLJ6w79.png
1 Year Ago
ui: add rounded corner scissoring (border-radius works with overflow: hidden) https://files.facepunch.com/matt/1b0811b1/sbox_gnbMdfYYuJ.png
1 Year Ago
Comment out unknown command or convar log Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Reload materials on shader resource reload
1 Year Ago
If switches are defined in command line, respect them when creating a ConVar
1 Year Ago
ClothingContainer.DressEntity disable trace and queries on clothing entities
1 Year Ago
Disable water reflections until Water rework, it's look slowly degraded over time to a point where it's looking worse than if on and taking too much frametime. We'll do it better.
1 Year Ago
UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Generate mips after resolving framebuffer Add blurred downsample shader Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿 Single pass downsample Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels Solve race condition on shader, do both axis sequentially Deprecate GenerateMipMaps Move mips generation stuff to Texture.Utils Cleanup Let's not break the API, don't use UAV if we don't expect to use Mips Move GenerateMips back to Graphics since we're in a render block Move MSAA methods to use MultisampleAmount enum reducing clutter, add summary of DownsampleMethods Merge pull request #699 from Facepunch/fast-blurs-2 Fast Blurs
1 Year Ago
Revert "Merge pull request #708 from Facepunch/complex-parallax" This reverts commit 1b03287d33734ebf700e0da2bde65e18fa70c84d, reversing changes made to 2cea20324dd76565c24de4a769a2b552f24c4fca.
1 Year Ago
Add Parallax Occlusion to complex Grabbed from #665 Add Sys( ALL ) for the time being Compiled shader Merge pull request #708 from Facepunch/complex-parallax Add parallax occlusion to complex
1 Year Ago
Fix node graph connections
1 Year Ago
Make sure symlink reload queue actually gets cleared, accidentally returned ref instead of ptr Reload symlinked resident resources after loading runtime packages too
1 Year Ago
Fix double alloc on GraphicsLine
1 Year Ago
New Hair - Mutton Chops https://files.facepunch.com/daniel/1b0511b1/sbox-dev_a12d0ndH7o.jpg Adding colour variations asap
1 Year Ago
Fix Material ResourceId not being set so it networks properly Never try to precache procedural models Fix bad race on procedural models invoking OnModelLoaded without being properly set to procedural yet
1 Year Ago
Fix exception when splashscreen manually closed Fix exception in DragData.Url Fix LaunchConfig construct exception Fix exception in ConsoleOutput.OpenAnchor Fix exception in Hammer.PostLoadMap Fix exception in AssetPreview.GetAssetThumb Attempt to fix CloudAssetDirectory share access exception Attempt to fix exceptions in AssetFolderNode.UpdateCount Fix possible exceptions in FileWatch.Tick Wrap ClientSpawn so downstream exceptions can't cause too many problems Exception wrap CreateEntityFromEngine better Make unhandled RPC a warning Change how ModelEntity.PhysicsBody is returned to avoid null pointer exceptions Handle file in use exceptions in NetworkAssetList.AddFiles Disconnect clients if they're requesting net files that don't exist/are deleted Add string.ToLong
1 Year Ago
Replace Build only complex with something more generic, didn't know we could do this!
1 Year Ago
Kill spritecard only action, add complex only action
1 Year Ago
Do standard weakref cache for each native resource class (repeated code isn't really avoidable here sadly), seal these classes, private constructors so you have to use e.g Model.FromNative( IModel ) Garbage collect on Client LoopEnd, eligable Resource classes were never getting collected and leaking their native handles
1 Year Ago
Simulate clothes on tick by default https://i.imgur.com/AHZml3P.mp4
1 Year Ago
Fix movement_path_node missing
1 Year Ago
If the server's port is taken, try the next one a few times
1 Year Ago
Make custom shaders shared VS code not add bullshit that just goes unused
1 Year Ago
Add ShadingModelValveStandard to shader template
1 Year Ago
Add Shader.Load
1 Year Ago
Color picker handles HDR colors
1 Year Ago
fix NRE on map uploads when the map addon contains skyboxes or prefabs
1 Year Ago
Show components in entity list better https://files.facepunch.com/garry/a20003da-9cd0-48a7-a39c-15a0cb6f5f8c.mp4
1 Year Ago
Get rid of the blue skin
1 Year Ago
tweak model ao proxies, removing redundant prefab (use models instead) Merge branch 'master' of sbox
1 Year Ago
Apply tonemapping to RT Baked Lighting
1 Year Ago
Fix resource precache, fixes networked resources (glass etc)
1 Year Ago
Implement initial cubemap priority sorting in our cubemap system
1 Year Ago
Fix tiled light builder adding one garbage envmap to the list
1 Year Ago
Fix crash due to trying to access invalid prepass layer
1 Year Ago
Take biggest radius component when passing shape proxies to gpu
1 Year Ago
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on alphatested materials
1 Year Ago
Fixed several prefabs being corrupted Caused from a squashed merge rewriting the file contents
1 Year Ago
Force a reload of any resident resources that are or were symlinked, this is especially required for streamed resources to avoid a mismatch between header and file data
1 Year Ago
Store GameResources in ResourceLibrary instead of all Resources in Sandbox.Engine so resources get released properly on game shutdown Every native resource (model, material, textures...) was getting held indefinitely even after game shutdown, this commit solves that by: * ResourceLibrary will only hold strong references to GameResource, native resources will only have a weak reference internally this way they get unloaded properly. * Sandbox.Tools gets it's own ResourceLibrary, doesn't piggy back from GameHost.Menu anymore * Get rid of GameHost from Resources
1 Year Ago
Launcher: docs, code cleanup DamageInfo: docs, add HasAnyTag, HasAllTags
1 Year Ago
Add DamageInfo.WithTags, resolves sboxgame/issues/issues/2698
1 Year Ago
Obsolete Game.IsToolsMode, Game.IsToolsEnabled, add Game.IsEditor
1 Year Ago
Humans: fixed Frank head using the wrong eyes material