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11,238 Commits over 1,338 Days - 0.35cph!

1 Year Ago
Launcher: when adding local game config, append game ident with #local, fixes not loading into the correct games
1 Year Ago
Added PhysicsBody.SurfaceMaterial, deprecated SetSurface/GetDominantSurface Obsolete Entity.IsFollowingEntity & FollowedEntity Documentation & cleanups
1 Year Ago
Don't render game ui in VR, it showing was a regression from render hooks. We can revisit this if we end up doing a separate desktop view for VR games
1 Year Ago
Clear background image if setting to a missing/invalid image Add Package.FindAsync (new api) replaces Package.Query Only compile runtime local addons if they need compiling Load runtime addon resources on activate (so sounds work etc) Add active property to button
1 Year Ago
RenderHook works in VR as you'd expect without needing to do anything, passing the multiview instancing combo as expected ( doesn't fuck up through monitors either too ) Viewmodels can multiview instance, not really useful but less annoying in debug
1 Year Ago
vr: controllers linear velocity affected by VR.Scale too
1 Year Ago
Fix exception with "say" on dedicated servers
1 Year Ago
We only need to rebuild the panel's box if yoga or our parent position changed Add checker for HasNewLayout Don't try to cache null packages Fix transitions causing recursive selector checks Speed up HasClasses Refactor Panel system so PreLayout only recurses when it really really needs to Only call FinalLayout if we need to https://files.facepunch.com/garry/8df37b66-e43c-4c46-9123-022f6888b7e7.png Fix backwards compatibility
1 Year Ago
Revert "Sprite card compiled shader with fixes" This reverts commit ed5cfdcc2bd94d525dc48e55373bad7f0889747f. Fix typo on spritecard
1 Year Ago
Sprite card compiled shader with fixes https://i.imgur.com/B1O3Eqc.png
1 Year Ago
tweak ad board to have the glass on the grid and reduce z-fight on LODs
1 Year Ago
tweaked bird_spikes LOD2
1 Year Ago
adjusted bird_spikes size to be grid size+ LOD tweak
1 Year Ago
Fix tags not going to the datatable on client only entities, stopping collisions and traces working properly
1 Year Ago
Fix incorrect blending on spritecard, makes render scene test pass
1 Year Ago
Add GetName & Count to MorphCollection Extra info for ModelEntity.SetMaterialOverride overlaods
1 Year Ago
vr: controller poses scale properly with VR.Scale now, so your hands are where you expect them
1 Year Ago
more crash fix for when m_pInterpolatedBoneTransformWeights is nullptr, missed checking the src
1 Year Ago
Hammer: Try to guess static overlay projection distance from scaling
1 Year Ago
Fix Panel.OnParametersSet getting called twice
1 Year Ago
vr: don't transform hand's angular velocity to anchored pose, it's not something you want or expect to be affected by it
1 Year Ago
Unfuck VR culling frustum which was causing scene objects to get rejected thinking they were only visible on 0.1% of the screen
1 Year Ago
Don't use localhost api - I knew I was gonna do this eventually
1 Year Ago
Switch to new find/get api endpoints
1 Year Ago
Less debug spam
1 Year Ago
Launcher: first draft for selecting addons for game configurations https://files.facepunch.com/devultj/1b1611b1/sbox_pbcF7SRE4R.mp4
1 Year Ago
vr: particle renderer don't initialize 4x vbos for instancing, only need 2x vr: fix cables renderer adjusting the transform id the wrong way, cables will render in right eye again
1 Year Ago
Update sentry-native 0.5.2, add Crashpad WER handler which bypasses SEH to handle __fastfail and stack buffer overrun crashes
1 Year Ago
release shaders for projected decals - should fully behave in VR now
1 Year Ago
Clothing Texture Variations + Makeup Merge branch 'master' of sbox
1 Year Ago
projected decals: small compile fix for shader
1 Year Ago
Fix r_stereo_multiview_instancing affecting non stereo rendering
1 Year Ago
Don't bother with multiview instancing unless we explicitely want it, previous behaviour was to always ignore it even when we wanted it, fixes decals and other stuff in VR
1 Year Ago
Local packages untangled from remote packages Local packages now end in #local and are completely separate from remote packages. This means you don't have to disable your game project to test the published version. It also means your launch configs are now broken. To fix just go in the config for each one and set them back up. I've updated the Game list page to razor so we could have the local game tab.
1 Year Ago
Get rid of anaglyph and parallel stereo rendering modes r_stereo_multiview_instancing: default 1, same as VR Add Debug menu options for stereo rendering to the editor ( easy way to see if your game renders properly in VR )
1 Year Ago
Release shader for projected decals
1 Year Ago
projected decal shader: adjust the instance id under multiview instancing so it actually appears in the right eye - decal space position still seems off though
1 Year Ago
Update shaders with adjustments for tiled rendering
1 Year Ago
Outfit Reskins Variations + LODs
1 Year Ago
vr: make debugoverlay work on right-eye again, don't constantly change render target to swapchain vr: debugoverlay behaves properly for multiview instancing now too
1 Year Ago
Greatly increase depth precision for world, fix decals in VR, don't do viewmodel offsetting at all on VR Fix Undefined Behaviour In Tiled Rendering
1 Year Ago
System.Net.WebSockets for tool addons
1 Year Ago
Load System.Security.Cryptography.Algorithms.dll, System.Security.Cryptography.Primitives.dll - and whitelist System.Security.Cryptography
1 Year Ago
Properly fix codegen removing all namespaces
1 Year Ago
Fixed codegen removing all namespaces in generated files This is primarily for property initializers
1 Year Ago
Fix compiler not finding runtime game dll when compiling runtime addon Can get TypeDescription by fullname (namespace.typename) Runtime addons can define their primary class
1 Year Ago
Add Client.IsFriend
1 Year Ago
hammer: fix entities not loading from remote packages, this was accidentally reliant on tools.refresh event & now it makes more sense
1 Year Ago
Automatically rebuild the project page on hotload Disable debug spam Package.MountAsync can load the addon assembly too
1 Year Ago
Assert when a nullptr is passed to CCompositeParentSpaceState::CopyBoneTransformWeights - we need to figure out why it's happening, and if it is valid then we need a dozen nullptr checks on m_pInterpolatedBoneTransformWeights Crash fix / assert in CCompositeParentSpaceState::operator== where m_pInterpolatedBoneTransformWeights could be nullptr