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11,134 Commits over 1,308 Days - 0.35cph!

9 Months Ago
Fix gizmo interaction in engine
9 Months Ago
Citizen: added visemes animation prefab containing a set of viseme morph frames
9 Months Ago
Much more accurate and faster way to calculate max depth on tiled light building by using depth hierarchy, increase tile size to
9 Months Ago
[Pick] add MinMax downsample operator for Hi-Z depth buffer, this will help us do some GPU occlusion tests and trace what's between SSR geometry Fix atmospherics not showing up on editor for shadingmodel shaders Compiled shaders
9 Months Ago
Input is available in the game menu * Setting Mouse.Position works again * Fix ButtonEvents not flowing to UI * GameMenu fills out Game.Server partially, loading input actions * Add Panel.ButtonInput * Fix Panel capture mode not working * Fix cursor disappearing during loading * Restore the cursor back to its original position after capture mode * Fix game keys not unreleasing when another context takes over * Pass escape down to panels, hold escape to close game * Fix cursor not showing when it should
9 Months Ago
Handle exceptions when using -project
9 Months Ago
Native Plat_ExitProcess calls managed Environment.Exit, this way AppDomain.ProcessExit events will always execute such as to flush Sentry events Move bootstrap error dialogs to managed, display exception and make sure it lands in Sentry
9 Months Ago
When loading game project (through welcome screen), if it fails to compile, don't immediately bail - load the project but don't show menu
9 Months Ago
Saving a game stores current MaxPlayers in metadata. Fixed default menu Load Game not working, make it look OK.
9 Months Ago
Disable all game projects when entering content mode
9 Months Ago
Remove default pitch * 1.5f from Entity.BuildInput, just something we kept moving around from Source native
9 Months Ago
Make Package.IsMounted() work clientside on listen server hosts
9 Months Ago
Defer OnAfterTreeRender until end of tick to ensure children processed first and references set (#1180) * Defer OnAfterTreeRender until end of tick to ensure children processed first and references set * Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty * Revert "Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty" This reverts commit aae36e1777d11a5649c24985c0f8802ced3397b4.
9 Months Ago
Input Cleanup (#1183) * Strip inputstacksystem * Delete inputsystem.dll * Rip out all the analog input stuff * UserCmd is all generated in c# now * Add Input.MouseCursorVisible
9 Months Ago
Update all entities network hash after a server package has been installed - sboxgame/issues#3635 Adding a new server package would correctly change the DynamicAssemblyHash on both server and client, however all current entities would still have the old DynamicAssemblyHash. This would mean the clients would receive no [Net] updates for this entity. So to fix this we explicitly reset all entities network hash with Entity.UpdateAllNetworkHash() on OnServerPackageInstalled. Reinitializing the network tables would've also worked but would be wasteful since we know all our exisiting entities have not been changed unlike if the DynamicAssemblyHash were changed from hotload
9 Months Ago
Make !activator work for target entity on outputs Remove unimplemented procedural entities !caller, !player, !game_mode from combo box Entity IO: !game targets the GameManager so you can have [Input]s on it
9 Months Ago
Make sure log files use process path since CurrentDirectory is too early from getting set here
9 Months Ago
Fix NRE with WaterController See sboxgame/issues/issues/3664
9 Months Ago
New Plump Lips and New Eyebrows https://files.facepunch.com/daniel/1b1911b1/Photoshop_QxYQXjnod1.png Plus subtle simple face makeup!
9 Months Ago
Removing type tag updates asset browser history Fixes sbox/issues/1169
9 Months Ago
Fix "Parent Folder" being active when in cloud asset node Do not hide facets panel when there are no facets In asset browser, so you can still access sorting options, and it is less jarring Fix TagEdit.OnEdited being fired twice for the same text Fixes sbox/issues/1169 Pressing F5 refreshes the asset list in the asset browser
9 Months Ago
Fixed a couple of warnings
9 Months Ago
Update templates - Use package selector modal instead of replacing pages w/ a map selector - Use pointer cursor on buttons in main menu Having a separate repo for templates is starting to annoy me
9 Months Ago
Changes to ModelDoc outliner https://files.facepunch.com/rubat/1b1911b1/6zEGaMnR6A.png
9 Months Ago
All the stuff I just missed with .addon -> .sbproj, can still add inactive .addon and have it rename, don't do -project content projects as if they're games
9 Months Ago
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
9 Months Ago
Support bodygroups for citizen skins
9 Months Ago
Fix crash when dragging cloud models quickly in/out of MapView
9 Months Ago
Don't spam Draw: No Material Mode? from RenderTools::Draw, it's valid for there to be no valid mode when you're under tool vis modes
9 Months Ago
Use s&box logo as window icon for welcome screen 👋
9 Months Ago
Trace.RunAll() - return empty array instead of null for no results Fix copying text throwing exception
9 Months Ago
Revert "Don't clean up Release path when running processor codegen shit, fixes razor gen when testing release builds" This reverts commit 738d6ef11f5591743600177ff476b7d5138f9741.
9 Months Ago
Don't clean up Release path when running processor codegen shit, fixes razor gen when testing release builds
9 Months Ago
Max 32 chars for ident edit, don't show sandbox gamemode twice Add icons for all file menu items Add "Open in Editor" context menu option to ProjectRow, shows up for library/tools/addon projects Make StartScreen a BaseWindow, add HasMaximizeButton
9 Months Ago
Only call UpdateShadow for physics body if we have a shadow controller, physics body scale is getting stomped
9 Months Ago
Don't release jump list object unless it's succeeded (should fix crashes on Proton and maybe weird Windows setups), release another thing too
9 Months Ago
Be more lenient on light direction validation mask for directional AO, make sure that aoproxies don't clip through citizen's arms Directional AO can use more steps now that it's cheaper
9 Months Ago
Shadergraph: only compile preview shader for the current render API
9 Months Ago
StartScreen is no longer modal Cap IdentEdit to 16 chars Split out Explorer into 3 tabs now that our docking doesn't suck Draw active project at top of Project tab
9 Months Ago
ShaderGraph: Use .source2/temp folder that is actually mounted instead of absolute path shaders, these go properly through the ShaderTypeManager and get the right offsets then Can compile Vulkan shaders on shadergraph / shaderhook now without crashes on DX11 🤯
9 Months Ago
ShaderGraph: Dynamic branch UseSecondaryCoord in texture coord in preview mode to avoid a shader recompile for this option
9 Months Ago
Do finer steps on soft shadowing of directional AO https://i.imgur.com/VDwm44j.png
9 Months Ago
Don't use Trace.WorldAndEntities in MoveHelper
9 Months Ago
Allow VoxelChunk to be created without dependency on VoxelSurface
9 Months Ago
Remove very last DX9 references from source code 🫡 rubikon: Fix double free crash in CMultiworldSoftbodyStepper
9 Months Ago
Cleaned up template vmap (removed missing models)
9 Months Ago
Use Sound.Listener as a priority in SoundscapeFrame
9 Months Ago
Add AnimatedEntity.CopyAnimParameters to be able to easily sync params from another entity like player to viewmodel
9 Months Ago
Update first_person_arms_punching.vanmgrph_c
9 Months Ago
[ pick ] Pick reprojection transform constants from SSR branch [ Pick ] let reflections api be more generic to use