branchsbox/mastercancel

12,099 Commits over 1,399 Days - 0.36cph!

3 Days Ago
Add LargeNetworkFiles table Respect JsonIgnoreAttribute when serializing component properties We were already checking it for fields
3 Days Ago
Add ParticleVector3
3 Days Ago
Support more than 1 gamepad input action with the same button
3 Days Ago
Fix errors when first creating terrain, make sure it's all updated, don't render without storage Only recreate clipmap if we have to, this takes time to build
3 Days Ago
Wake touching when disabling a body, why would we not want to?
3 Days Ago
Some games rely on map having a collider
3 Days Ago
CollisionEventSystem has less reliance on Collider MapInstance uses SceneMap instead of Map so it can manage it's own collision. Build collision from physics group desc instead of using CreateAggregateInstance
3 Days Ago
Fix map collider destroying body when it shouldn't, causing a crash when map physics aggregate is destroyed
3 Days Ago
For legacy hammer maps, take global volumetric fog scale from VolumetricFogController
3 Days Ago
Fix ortho lights in SceneMapLoader and custom shadow size, note that shadow culling will suck on ortho lights until we change tiled culling to use frusta
3 Days Ago
Fix text renderer scale
3 Days Ago
Don't allow zero quaternion in body transform, check against quat zero and use identity, if we find more invalid quaternions there's extra checks we can do
3 Days Ago
Use IsValid checks in AddShapeCollision, shape/body might have been removed from under us
3 Days Ago
Recreate mesh shape on update, this is the safe option until we get proper fixes
3 Days Ago
Only check for StartupScene in Publish Wizard if Type == "game"
3 Days Ago
Clear triangle cache on mesh update to stop crashes until we get the proper fix
3 Days Ago
Particle sprite alignment mode
3 Days Ago
Range check UpdateMesh on the C# side instead so the user knows they fucked it
3 Days Ago
Fix error when startup scene is set but not immediately recognized
3 Days Ago
Message and remove toast if the download has been cancelled
3 Days Ago
Fix ambient light hanging around and stomping
3 Days Ago
Do the same for UpdateMeshShape because this is likely where the crash is coming from (grubs)
3 Days Ago
Check BVH indexing outside of vertex list, if this is still getting hit then something else is at fault
3 Days Ago
Improved AO darkening on flat surfaces with narrow camera angles ditto Merge branch 'master' of sbox
3 Days Ago
Actually use the new ByteStream
3 Days Ago
Possible fix for queued messages not sending
3 Days Ago
Add download progress notice for cloud assets in editor, Facepunch/sbox-issues#5639 https://files.facepunch.com/solw/2024/July/23_15-25-OverduePekingese.png
3 Days Ago
Add Scene.GetAllComponents( Type ) overload
3 Days Ago
Assert and bail when trying to set physics body to invalid transform
3 Days Ago
Fix Facepunch/sbox-issues#5896
3 Days Ago
Prefab instances must be updated to have at least the tags specified in their prefab (Fixes Facepunch/sbox-issues#5729)
3 Days Ago
Fix NRE when opening PublishPage directly
3 Days Ago
Added Warning to Publishing Wizard telling you which issues need to be resolved in order to upload. Don't allow upload if startup scene is not set or is set and does not exist. https://files.facepunch.com/CarsonKompon/2024/July/23_07-24-LovablePaintedladybutterfly.png
4 Days Ago
Added Apply TRS shader graph node https://files.facepunch.com/ziks/2024-07-23/sbox-dev_PnwMGMVjmc.mp4
4 Days Ago
Fixed depth issues, added depth falloff control, added a fade zone for AO Fixed depth bug apparent with rotating camera etc. added a depth falloff control so user can set distance to where AO ends. Then added a fade zone for AO which has a hardcoded small width so that when the camera depth to pixel approaches the cutoff the AO fades out to prevent any popping.
4 Days Ago
Fixed not being able to edit these advanced networking settings in prefab editor - working around NetworkAccessor ref struct
4 Days Ago
This should solve the uploader problems for games above 2.14 GB Fixed GameObjectHeader NRE in prefabs
4 Days Ago
Fix errors when trying to render dynamic cubemaps in editor
4 Days Ago
Don't allow mesh shapes to generate contacts on sensors
4 Days Ago
Update shaders
4 Days Ago
Fix shitty jitter and noise in volumetric fog https://files.facepunch.com/sam/1b2211b1/NDCtmFBjFj.jpg
4 Days Ago
Adjust depth bias for gizmos and debug lines, we have way more granular precision than I thought
4 Days Ago
Add Storage Usage Widget to Publisher Wizard. Useful for finding out what has the largest impact on file size. https://files.facepunch.com/CarsonKompon/2024/July/22_15-25-WellgroomedKomododragon.mp4
4 Days Ago
Cubemapper Fixes (#1627) Refactoring and fixes for Cubemapper, cleaned it up, makes it really WYSIWYG Makes them work on Scene viewport Updates any time they're dirty Barriers should be set properly now Parallax for ambient envmap lighting Diffuse lighting from envmap should be working properly now Cubemap feathering is tighter by default now, should fix some "leaks" now that skybox is also a global cubemap
4 Days Ago
Use two passes for ggx cubemap filtering just like in cubemapper Use bilinear filtering for SampleEnvironmentMapLevel, worth the tradeoff since we're much faster now Up sky.shader version
4 Days Ago
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4 Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments. Give Network Options button ToolTip Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation" Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled Grey out interpolation icon when disabled Merge pull request #1631 from Facepunch/new-inspector-network-menu Updated Network Settings Menu in GameObject Inspector
4 Days Ago
Let's remove these exceptions - let us try to call RPCs on components that don't have a networked object root, as long as a GO and Component exists on the other end with those ids, we should allow it
4 Days Ago
Initial commit Call flush here Don't set to connected until Activate Undo that Flush for source here too Only queue messages after Snapshot (otherwise ignore) and send when Connected. Add new docs to broadcast By default queuedUntilState is null Remove debug logs Use new ByteStream( data ) instead of create w/ length then write Optimization to remove queues when no longer required (cheers Ziks)
4 Days Ago
Oopsies let's actually not allow old cookies to replace newer ones
4 Days Ago
Fix offset parameter in ByteStream.Write (#1626)