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20,865 Commits over 1,522 Days - 0.57cph!

10 Months Ago
Fix not finding primary connection when not p2p Add Networking.HostConnection
10 Months Ago
Fix map 3d skyboxes lifecycle by making them map components Offset 3d skybox camera by skybox_reference position
10 Months Ago
Add Networking.Connections (list of connections)
10 Months Ago
Add Networking.IsHost Assert that the connection isn't host when calling OnJoined during handshake
10 Months Ago
Cancel loading button leaves the game (fixes sbox-issues/issues/4523)
10 Months Ago
Add Rigidbody.ApplyTorque (fixes sbox-issues/issues/4544)
10 Months Ago
git-blame-ignore dotnet format commit LineEdit: Enter key blurs the widget Bounding box editor tool Add ITerrainPaintTool for easily extensible terrain painting tools
10 Months Ago
Set the light transform on creation
10 Months Ago
Be able to get object from CodeGen wrapped prop/method
10 Months Ago
Setup attachments for bind pose animated objects, fixes incorrect attachment transforms on models not using animgraph
10 Months Ago
Simplify particle mode selection - with most likely presets https://files.facepunch.com/garry/2a502906-36a8-42dc-a536-0fdb6d8c089f.png
10 Months Ago
Make mode change button less obtrusive on ParticleFloatControlWidget https://files.facepunch.com/garry/2bf2ff16-38ac-478f-89f3-3fa89a7ffbcb.png
10 Months Ago
Draw indicator lines through range
10 Months Ago
Curve editor supports ranges https://files.facepunch.com/garry/bd829663-f1a0-4db3-8aed-4ad8b3ec4388.png
10 Months Ago
Allow editing of multiple rects
10 Months Ago
Make handle resize less sucky
10 Months Ago
Allow rects to be loaded from json Cleanup + Rect gizmo testing
10 Months Ago
Fix motion blur not working, simplify it, make it use the same reconstruction technique as in dynamic reflections, I still don't like it but this gives correctness to it https://i.imgur.com/YkSiZXY.png
10 Months Ago
Delete CurveProperty.cs Add CurveRange struct (between two curves) Add Random.Float() (faster to get float between 0-1) TypeLibrary allow access to Curve and CurveRange ConstrainToScreen doesn't call AdjustSize() Floating WidgetWindows don't need to constrain to screen Curve Editor WidgetGallery CurveControl tweaks Add CurveRangeControlWidget Make curve editor less obnoxious to look at Add CurveRange option to particlefloats Make value range work
10 Months Ago
Light components derive from a common base class
10 Months Ago
Called the wrong function
10 Months Ago
Fix game test not being in test mode
10 Months Ago
Don't try to init steam during unit tests (!)
10 Months Ago
Bootstrap more linearly Fix unit tests
10 Months Ago
Remove unused Bootstrap cleanup More Bootstrap cleanup
10 Months Ago
Can expand any output with right-click https://files.facepunch.com/ziks/1b1911b1/sbox-dev_27P2mGG33e.mp4 Expose ValueTuple, IList.Count, Array.Length to TypeLibrary DisplayInfo: Get rid of backquote in generic names Updated Facepunch.ActionGraph Fixed expanded output hiding logic
10 Months Ago
gaussian_bloom_blur compiled material to fix bloom on dev builds
10 Months Ago
hunch satisfied, fuck steamworks
10 Months Ago
New Hair - Tied Dreads!
10 Months Ago
Just testing a hunch
10 Months Ago
Upload to default branch (not staging) Fix NRE
10 Months Ago
Fix warnings
10 Months Ago
more NetworkTable unit tests Lift restrictions on Sync var types (it'll error now instead of silently ignoring)
10 Months Ago
Add GameObject.NetworkSpawn, obsolete Network.Spawn (redirect)
10 Months Ago
Fix NRE Split heartbeat message into ping and pong
10 Months Ago
Update packages in tools
10 Months Ago
ServerList modal
10 Months Ago
Exception wrap INetworkListener calls Move FriendsListModal
10 Months Ago
Map list right click menu Fix NRE in ClothingContainer.Apply Transition cards in
10 Months Ago
Remove unused These updated after a full resource build Package updates Update packages
10 Months Ago
Fix loading screen not being interactive
10 Months Ago
Fix build
10 Months Ago
Fix imprecise degrees <-> radians which was causing bad quat <-> euler Rotation.Angles(): at singularities pitch should always be +-(π/2) A few more tests around euler angles at singularities
10 Months Ago
Time out if we can't connect to a host when joining a lobby
10 Months Ago
Delete all vmat_c except a few required ones - should build correctly on CI since contentbuilder fixes Registering textures here shouldn't be needed anymore
10 Months Ago
Layout and some functionality Renames + new rect view Translate view based on zoom factor Focus point zooming Apply factor to zoom Grid toggle + size, Preview Temp properties Active Material window Material Reference > Active Material Scaling preview better Center better Do grid and material in a less stupid way Clean up Active material panel Short cuts for grid better focusing context menu preview plane sized to material size Open + GetDependants from rect Align preview better Control mode Preview window
10 Months Ago
Less spaghetti on project initialization: only load user projects in editor mode, add & compile built-in first and only error then, remove dead code paths
10 Months Ago
ActionGraph: Automatically mark record properties as expanded
10 Months Ago
Update Facepunch.ActionGraphs
10 Months Ago
Add IRenderContext::GetSubContext() to get or create a sub context for a new thread, use it in managedsceneobject Render contexts can never be passed between threads; they can only be used on the thread that created them. The thread index will be set in the constructor and can't change after that. This causes a problem in our current implementation of SceneCustomObject that reuses the threaded render context on the main thread and expects we can add things,modify and render it from there, for D3D11 it is not a problem since the implementation or driver seems to have a mutex for command lists, but on Vulkan that gives validation errors and causes crashes. Valve has the concept of Secondary RenderContexts but doesn't fit what we need This implements the concept of SubThreads to RenderContext, a very simple way to pass the render context around and consume it in a timely manner, it creates a new render context with the same characteristics as the parent one in a new thread and submits it when the parent context is released Remove pragma optimize off Only override states if target layer wants it so, otherwise subcontext just uses the default rasterizer and depth stencil state, fixes worldpanels with depth test, pass attributes from rendercontext rather than layer