branchsbox/mastercancel

11,220 Commits over 1,338 Days - 0.35cph!

6 Months Ago
Revert "None of this is used, prove me wrong" This reverts commit 673e5e351dc372e2cdb4b91f3fefcea3b8fd9990.
6 Months Ago
None of this is used, prove me wrong
6 Months Ago
This isn't needed
6 Months Ago
Add SceneModel.MergeBones( SceneModel other )
6 Months Ago
Fix startup error Performance scope animation update
6 Months Ago
AssetSystem: optimize FindByPath lookup Optimize GameResourceProcessor Keep __references ordered to avoid diff hell Optimize recursive WalkJsonTree
6 Months Ago
FPArms: updated weightlists FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
7 Months Ago
SceneModel can get anim parameters
7 Months Ago
Fix Model.Load exception
7 Months Ago
Native Resource Cache Use a sliding window cache alongside weak references for our native resources in C#. There were cases where we were reloading resources every frame because the garbage collector was too good at it's job, so we'll let per frame loads hang around a bit longer. Resolves #1306
7 Months Ago
Add PhysicsWorld.Step( delta, substeps )
7 Months Ago
Fix strong handle leak in Texture.FromNative
7 Months Ago
SelectionSystem has events Rename TreeNode.HasChild to TreeNode.HasDescendant Open and scroll to selected item in treeview
7 Months Ago
Updated trace code from Jay
7 Months Ago
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
7 Months Ago
Add NavigationPath.GetPositionAlongPath Add Gizmo.Draw.SolidTriangles Remove all the Msg'ing when generating a navmesh
7 Months Ago
Hair-net White variation
7 Months Ago
Chef outfit LODs
7 Months Ago
Fill out SceneParticles
7 Months Ago
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
7 Months Ago
Plumb in a fix for EntityPrefabEditor entity selection
7 Months Ago
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
7 Months Ago
See if we can convince it to compile editor addons during test
7 Months Ago
Write s&box.sln in unit test proper
7 Months Ago
artifact game log files when running test
7 Months Ago
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
7 Months Ago
Fix bloom being enabled by default
7 Months Ago
Clean release build at 1am every day
7 Months Ago
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
7 Months Ago
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture Hammer uses same shadow atlas as everything else
7 Months Ago
Fixed check for if this is first time assembly is enrolled Call TriggerRegisterEvent before OnHotloadSuccess This makes sure that TypeLibrary knows about the new assembly before things like EntityManager.OnHotloaded() get called.
7 Months Ago
Add PhysicsBody.AddShape() which takes a Hull and transforms it
7 Months Ago
Fix leaked resources when CSwapChainDx11 is resized Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png CSwapChainVulkan also flushes scratch rendertargets on resize
7 Months Ago
New Outfit Piece! - Chef's Skull Cap https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg LODs coming ASAP
7 Months Ago
Add SceneModel.AnimationGraph
7 Months Ago
Don't hit gizmo hitbox if too close FloatControlWidget observes [Range] attributes, creates a slider https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
7 Months Ago
Add Gradient type, editor, tests https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
7 Months Ago
Add CurveControlWidget Add SceneCamera.Bloom
7 Months Ago
Revert "Remove all vmat_c files from repo" This reverts commit 78190dfd8e5471286d0142df92a07cd8d3968e14.
7 Months Ago
Remove all vmat_c files from repo
7 Months Ago
Exclude .mayaSwatches from main repository too
7 Months Ago
Codegen Attributes (#1299) * Initial tests for static call wrap * Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead * Support CodeGenType.Instance with CodeGenType.WrapCall * Added first version of WrapSet/WrapGet * Unit test stubs * Don't pass value for get accessor.. * Cast to original return type in get accessor when wrapping * Tests build * Let CodeGenType.WrapCall proxies return their own values. They can simple do "return resume();" if they wanna keep intended behavior, so we can also wrap methods that don't just return void * Fixed a bug with static set/get wrap codegen not passing correct method name. Now support also adding [CodeGen] attributes directly to a method or property bypassing an attribute alias, these don't require setting the Instance/Static flags. * Use nameof where possible * Fixed tests for WrapSet/WrapGet * Improve documentation * Improve docs for CodeGenAttribute * More documentation * Fixed logic in WrapSet * Added method validation. Compiler will let you know what methods you're missing when using CodeGen and what types, return types etc they need * Add some extra tests * Only allow CodeGen on custom attributes. Tidy up. CallbackName for CodeGenType.Static is the actual fully qualified name of static method to call * Auto generate backing fields for properties. Pass current value in WrapGet callbacks. Set backing field before calling WrapSet callbacks. Update method validation error prints appropriately * Fixed ValidatePropertyCallback * Can now propertly wrap setters/getters. Setter callback passes Action<T> you can call to run default behavior * Fix error if value statement empty * Update tests * Fix TestWrapSet * Run WrapSet and WrapGet if both are specified. When passing to static callback always pass propertyName or methodName as fully qualified name. * Support type argument for return type and Func param * Nicer error when can't find type to invoke on for passed callback name * CodeGeneratorFlags/CodeGeneratorAttribute renaming * Update tests * WrapPropertySet, WrapPropertyGet, WrapMethod * Fix tests + fix issues with props that only have set; or get; * No need to wrap getValue() body in {} as already have them * Use SemanticModel.LookupSymbols to find and validate methods taking inheritance into account * Remove leftover test code
7 Months Ago
Turns out none of this stuff was needed because I'd already coded it
7 Months Ago
Optimized compile for gizmo_line and gizmo_sprite, fixes on Vulkan
7 Months Ago
.gitignore: ignore all compiled content except shaders
7 Months Ago
Make RootPanel.IsWorldPanel virtual, so we can be more explicit with it Be a bit more accurate with Rotation equality Add SceneCamera.EnableUserInferface
7 Months Ago
Fuck all of that actually, just leave a better comment here
7 Months Ago
Make sure intermediate depth matches intermediate output color render target ComputePipelineRenderTargetInfo doesn't care if toolview is false This does the same shit r_textures_list_all - see all resident textures
7 Months Ago
tier0: new memalloc aligned16 accessors CResourceNameGetter inherits CResourceName Don't stub CSceneSystem::SetMainSwapChain in tools, why would we not want SCENE_RTSIZE_FRAMEBUFFER the correct size RenderTarget.GetTemporary uses 32 bit depth when needed fix options.cpp redefinition
7 Months Ago
Editor.Animate promoted to public