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14,883 Commits over 1,642 Days - 0.38cph!

24 Days Ago
Added `Color.LerpTo` for consistency with `Vector3.LerpTo`, `Rotation.LerpTo`, etc.
24 Days Ago
Fix not generating envmaps while joining server
24 Days Ago
Initial render envmaps on the loading screen instead of in the first few frames of the game
24 Days Ago
Restore adding per frame stats from updating upstream code
24 Days Ago
Custom FFmpeg build: Reduces FFmpeg binary size from 120mb to 20mb
24 Days Ago
Move some UI stuff to Engine Move speech stuff to Engine Move file string tables to Engine Obsolete ColorGradient and FGDCurve Move stuff that can go into engine, into engine Clean up scene object flags Add SCENEOBJECTFLAG_HIDE_CUBEMAPS Add SceneObject.Flags.IncludeInCubemap DebugOverlay doesn't render in cubemaps
24 Days Ago
Fix NRE in mixer thread
24 Days Ago
Publish Sandbox.CodeUpgrader with the rest More steamworks ignores
24 Days Ago
R2R, try again
24 Days Ago
Revert "Tweaks to get r2r in the right place" This reverts commit 87fc48564e379f6392c29f266c562644054deb09.
25 Days Ago
Make skinned render bounds more accurate https://files.facepunch.com/layla/1b0711b1/sbox-dev_AgyUKwD7iH.mp4
25 Days Ago
Flag DepthNormal prepass as a depth pass ( scenesystem optimization ) but don't override it's material since we output to color
25 Days Ago
Tweaks to get r2r in the right place
25 Days Ago
Get rid of a log I left in
25 Days Ago
Tweak steam upload ignores
25 Days Ago
Okay test does built, but into a different folder
25 Days Ago
Use --no-build for dotnet test
25 Days Ago
Update dotnet-version CallbackBatch pushes appropriate scene
25 Days Ago
csproj have publish profiles CI Publish with readytorun Disable CodeGen messagebox I don't know why sbox-dev was using Sandbox.CodeUpgrader Steamworks upload can ignore some junk Disable ResourceSystem.HasPendingWork loading wait Catch exceptions when rating packages, print warning
25 Days Ago
We're putting fullsort on small prepass which isn't what we want, should be only on large prepass
25 Days Ago
UI: linear gradients use premultiplied interpolation in & have quadratic easing on alpha channel to more closely match web https://files.facepunch.com/alexguthrie/1b0611b1/sbox-dev_YziN6zZgp3.png
25 Days Ago
Add Popup PositionMode.UnderMouse
25 Days Ago
Remove unused When loading a scene wait for resources to finish loading on the loading screen
25 Days Ago
Bring back two-pass depth prepass with big/small sorting
25 Days Ago
Remove hoststatemanager
25 Days Ago
Whitelist System.Private.CoreLib/System.ParamArrayAttribute
25 Days Ago
Update ffmpeg 6.0 -> 7.1 (#1842)
25 Days Ago
AccessControl touches method parameter custom attributes types Whitelist System.Diagnostics.CodeAnalysis.* Whitelist CollectionsMarshal.AsSpan<T> and CollectionsMarshal.SetCount<T> ( closes Facepunch/sbox-issues#6905 )
25 Days Ago
TagSetControlWidget properly initializes any custom ITagSet class if they are null instead of throwing warning Added a bunch of Context Menu options to TagSetControlWidget and TagButton. Resolves Facepunch/sbox-issues#7794 https://files.facepunch.com/CarsonKompon/2025/March/06_09-30-StainedHammerheadbird.mp4
25 Days Ago
Push the menu scene when loading it
25 Days Ago
InteropString encodes as utf8 instead of ansi Obsolete a bunch of legacy particle stuff Don't add a sound collision layer by default
25 Days Ago
PlayerController: tweak footsteps, don't play when not moving, don't do a trace Slow down slightly when running up hill Add PlayerController.AirFriction PlayerController: Fix sliding down stairs
25 Days Ago
Fix resource.ref node thumbs not auto-updating, having broken size https://files.facepunch.com/ziks/2025-03-06/sbox-dev_AZNMKyCLEu.mp4
25 Days Ago
If map load failed don't try to create entities from it Return empty in AssetBrowserLocation.GetDirectories if the path doesn't exist Stop over-engineering this CallbackBatch problem, print outward stack when an error occurs Remove log in CloudPackageNode
25 Days Ago
Document ControlWidget.StartEditing better Fix BoolControlWidget toggling on mouse press instead of mouse release Allow dragging Component / GameObject enabled toggle into ActionGraph https://files.facepunch.com/ziks/2025-03-06/sbox-dev_9VgTKcHVBc.mp4
25 Days Ago
Can drag The Box™ into ActionGraph https://files.facepunch.com/ziks/2025-03-06/sbox-dev_eCyOa5TFcV.mp4 Fixes Facepunch/sbox-issues#7795 Focus graph view when dropping something into it
25 Days Ago
AssertFatalMsg in vrad if filesystem is null (diagnosing crash) When decoding an mp3, copy data to a temporary buffer incase the looping invalidates the decoded buffer we're about to write Null off editorsession when shutting down tool We can get the sample rate from the sfx, no need to get it from a mixer that is gonna then read it from it.. I think
25 Days Ago
Allow dragging transform properties into ActionGraph https://files.facepunch.com/ziks/2025-03-06/sbox-dev_AW24oUYbX4.mp4
25 Days Ago
Can't always imply pView->GetMainViewport() matches swapchain, make it calculate size of swapchain for passing to managed pipeline
25 Days Ago
Compile shaders
25 Days Ago
Shaded Prepass should always have conservative clipping for prepass
26 Days Ago
DepthNormal G-Buffer Rendering Mode (#1766) * DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH * DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels * Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior * Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer * Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set * Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional * Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS * Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold * GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4 * Bind ClearFlags, this should probably be implicit * Just use DepthNormalPrepassLayer, use depthnormal mode again * Remove old no-normals depth prepass, keeps things simple, effects that we use will need to rely on depthnormals, doesn't add too much cost * Fix typo on gtao * Reconstruct Normals::Sample from depth if underlying texel doesn't use DepthNormal mode https://files.facepunch.com/sampavlovic/1b2711b1/DdYOdR9WrI.png * DepthNormals mode fallback if shader doesn't have it * Pass screen size to managed texture we create for depthnormal gbuffer, dimensions must match the swapchain, which resized viewports don't match * Apply offset when sampling Prepass Normals https://files.facepunch.com/sampavlovic/1b0411b1/dfC5VELlYw.png * Use Depth MODE instead of DepthNormals for DepthNormals * Enable shadow fast pass properly, make it use depth_only shader * update shaders with depthnormal * Shader template uses S_MODE_DEPTH combo
26 Days Ago
Dresses female versions
26 Days Ago
Downsample does gamma correction if doing gaussian blur, fixes NAN and overbrightening on glass, ui blur and bloom2
26 Days Ago
Delete unused When voices are being culled, prioritize playing sounds that were created last Fix DspVolume system not playing volumes with priority < 0
26 Days Ago
In my tests there are less hitches without servergc Use GCLatencyMode.SustainedLowLatency performance API uses new lock Tweak mixing thread to release audio thread between samples
26 Days Ago
Asset browser: Fix drag-dropping of files from explorer onto asset browser, don't allow inside cloud browser Cloud browser: update list after uninstalling a package Don't reference `facepunch.concrete_barrier` inside `default.surface` 🙈 Cloud browser: allow setting default view, shows when cloud browser initialises, persists between sessions https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_x9RRYJZp8G.mp4
26 Days Ago
Fixed map selection not working if using CreateGameModal
26 Days Ago
Navigation Links (#1833) Allows to place and edit nav links. Links are considered by pathing and agents will be able to traverse them. Link traversal is customizable via code: - Links can be inherited to customize behavior. - Agents have an delegate that is invoked when they start/stop traversing a link. Detailed Instructions: https://sbox.game/dev/doc/navigation/navmesh-links/ https://files.facepunch.com/lolleko/2025/March/05_17-11-MadCrayfish.mp4 https://files.facepunch.com/lolleko/2025/March/05_17-14-CraftyOropendola.mp4
26 Days Ago
Remove unused snd convars