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20,863 Commits over 1,522 Days - 0.57cph!

10 Months Ago
InteropGen change params to @params Access dtCrowdAgentParams Cleanup https://files.facepunch.com/garry/19a3dacf-466b-4d0e-8e9a-5710131c5b7a.mp4
10 Months Ago
WIP GameObject.Properties Proof of concept Dynamic Properties sheet https://files.facepunch.com/ziks/1b3111b1/sbox-dev_5ewZW6QaZ5.png Nicer integration of dynamic properties with the Action Graph editor https://files.facepunch.com/ziks/1b3111b1/sbox-dev_JBs2cwHbhM.mp4 Expose setting properties on arbitrary GameObjects Nicer dynamic property serialization Fixed build errors Rename GameObject.Properties to GameObject.UserData, document
10 Months Ago
Agent cleanup
10 Months Ago
Make TaskSource.MainThread() / TaskSource.WorkerThread() public again
10 Months Ago
Post-merge fix
10 Months Ago
Standardize SceneMap.MapName same way native does, fix world physics when using local world name
10 Months Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist Don't run ControllerInput.Tick at all if we don't have a controller Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI Post-merge fix Support Alex's scrolling Fixed action set flip-flopping between Menu and InGame twice a frame :S
10 Months Ago
Give components an ID, add ComponentList.Get( guid ), serialize and deserialize component references properly Add backwards compatibility when deserializing component references (find type)
10 Months Ago
Fix non animated ragdolls not applying physics bones properly
10 Months Ago
PathSimple unit test Cleanup Agents https://files.facepunch.com/garry/da414070-bc1a-49ec-b39c-974d3b7fa33a.mp4
10 Months Ago
SceneTabButton: Add "Close to the Right" option, don't hide other buttons, just make them disabled
10 Months Ago
Fix "could not find ConVar attribute" spam - should just silently set the backing value Warning -> Trace Unable to determine package Demote a bunch of vulkan debug logs to verbose only Holding shift/ctrl disables clearing selection by clicking nothing
10 Months Ago
Fixed prefab node tree not hiding hidden GameObjects Temporary gameobjects have a different icon in the hierarchy Hidden GameObjects don't draw their gizmos A prefab might not have any light sources, if that's the case, make a dummy object so we can see stuff
10 Months Ago
Nicer dynamic property serialization
10 Months Ago
Revert shadow submition refactor, I'll revisit this in a bit
10 Months Ago
Fix inverse multiselect logic
10 Months Ago
Add GetPathSimple https://files.facepunch.com/garry/e369c9d6-54b1-4648-a023-6217ab866cc8.mp4
10 Months Ago
WIP GameObject.Properties Proof of concept Dynamic Properties sheet https://files.facepunch.com/ziks/1b3111b1/sbox-dev_5ewZW6QaZ5.png Nicer integration of dynamic properties with the Action Graph editor https://files.facepunch.com/ziks/1b3111b1/sbox-dev_JBs2cwHbhM.mp4 Expose setting properties on arbitrary GameObjects
10 Months Ago
Add GetClosestEdge https://files.facepunch.com/garry/7e693949-ffe2-4bb5-8a04-d24469a3b406.mp4
10 Months Ago
Fix typo in Map.CreateAsync?
10 Months Ago
Fix NRE in AssetPreviewWidget
10 Months Ago
Add RootMotion to skinned model to get the calculated motion from animgraph since last frame https://files.facepunch.com/layla/1b0111b1/sbox-dev_WlG9GCnJcc.mp4
10 Months Ago
Cache off the triangles on generate RandomPoint, CloestPoint https://files.facepunch.com/garry/e07dbdff-ba17-4bb9-96bc-62edf81b2031.mp4
10 Months Ago
Don't actually flag a decal as translucent, makes them render twice since we have a specialized decal layer, on top of that when rendering as translucent it wants a MSAA depth buffer that's missing, so we bind a non-msaa error texture that makes vulkan shit itself
10 Months Ago
Remove atlas resizing, feels overengineered, way we have adaptive shadow render size makes it feel pointless Let shadow frusta be calculated entirely on shadowcache, removes redundant calculations and makes the data flow saner, remove bullshit from LightEntry Add support for clearing rects from shadow atlases properly, queue them, fixes shadows on multicam views and childrens, note that shadow caching will still only happen on children views for now
10 Months Ago
Gizmo.Select: allow unselect of object selections Shift allows multi select too but without deselecting SceneViewWidget.UpdateHovered: Just because we're already selected doesn't mean we can't be hovered, otherwise how will you deselect me Deselect game object when nothing is clicked
10 Months Ago
Tidy up AfterUI render stage and use that for after-UI post-processing effects, rename to `AddHookAfterUI`
10 Months Ago
SceneCamera viewport caps size properly Bail out of CameraRenderer if no valid viewport
10 Months Ago
Unused resource glue Log_Detailed these rendersystemvulkan messages Fix crash with symlink resident resource reloading
10 Months Ago
Add `CameraComponent.AddHookAfterOverlay`, supports running post-processing effects after UI is drawn
10 Months Ago
Foliage: Fix depth alpha tests Foliage: fmod phase to avoid jittering imprecision at high time/world offsets
10 Months Ago
Nicer integration of dynamic properties with the Action Graph editor https://files.facepunch.com/ziks/1b3111b1/sbox-dev_JBs2cwHbhM.mp4
10 Months Ago
Show mouse cursors inside scene view, wrap them to canvas rather than locking to center, panning follows same direction as other engines If you preferred the previous panning behaviour there's an option for inverting it https://files.facepunch.com/alexguthrie/1b3111b1/sbox_MUEzCxyWs7.mp4
10 Months Ago
Scene view orbit camera: account for mouse X axis, add invert options to editor preferences sbox-issues/issues/4663
10 Months Ago
WIP GameObject.Properties Proof of concept Dynamic Properties sheet https://files.facepunch.com/ziks/1b3111b1/sbox-dev_5ewZW6QaZ5.png
10 Months Ago
Fix live unit tests unit test allow native debug Add BBox.Grow Add Triangle.ToString PhysicsWorld.GetPolySoup Use recast from c# without navlib
10 Months Ago
Add convar for toggling version overlay
10 Months Ago
ComponentSheet: Default to showing actions if no non-actions exist
10 Months Ago
Fix tests from non fully init engine
10 Months Ago
PackageManager Mount/Unmount reloads symlinked resident resources
10 Months Ago
Stash
10 Months Ago
Expose some basic stuff in PhysicsWorld / PhysicsBody etc to ActionGraph
10 Months Ago
Remove InputActionName struct, InputNodes, decorate original methods with [InputAction], use for InputActionControlWidget
10 Months Ago
Whine about very old nvidia drivers to the user Vulkan: Always allow mutable swapchain format Vulkan: Update swapchain texture spec if overridden swapchain format videorecorder: convert image format if not RGBA
10 Months Ago
Add Scene -> Close All, Close All But This (https://files.facepunch.com/devultj/1b3111b1/D9bLtLtQpY.png)
10 Months Ago
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
10 Months Ago
DoF doesn't need to grab depth buffer, we can use the depth prepass (thanks Matt) Don't need to grab depth for any other post processing effects either (because they don't use them) Compile shaders Undo changes to Graphics.GrabDepthTexture to avoid problems
10 Months Ago
Correctly resolve textures fetched from Graphics.GrabDepthTexture DOF uses DepthBuffer texture again + clean up a bit
10 Months Ago
Update DOF post-processing to use new Depth::GetNormalized() instead of accessing non-existent texture
10 Months Ago
Forgot we're not using #nullable