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

10 Months Ago
Fix issues with loading compiled resource json in editor space
10 Months Ago
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
10 Months Ago
ActionGraph: Double-click on an input to start editing it https://files.facepunch.com/ziks/1b1811b1/sbox-dev_Gea8n5mihG.mp4
10 Months Ago
Remove pragma optimize off
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
10 Months Ago
EditorSplashScreen remove StaysOnTopHint - intrusive to all other OS windows and hides exception dialogs Bail starting tools if our base projects fail to compile because nothing will work and it's impossible to recover
10 Months Ago
String table, empty entry unit test
10 Months Ago
Handle empty entry in StringTable Don't try to multiple Term GameObjects Differentiate between Network Root objects and network objects in tree Fix network object serialization Better errors when component deserialize errors Don't network spawn disabled objects
10 Months Ago
Actually use the sky_camera offset/angle/scale in native
10 Months Ago
Delete unused 2d skybox tracking CSceneWorld::m_skyboxes Restore deleted 3d skybox view layers Delete SceneCamera.Skybox - this was a stupid way to do it Add internal SceneSkybox3D, create this from skybox_reference in SceneMapLoader using its own MapLoader SkyboxMapLoader loads 2d skybox
10 Months Ago
Network spawn cleanup
10 Months Ago
When serializing network objects, don't include child network objects
10 Months Ago
Updated Facepunch.ActionGraph
10 Months Ago
Handle exceptions in Panel.FinalLayout
10 Months Ago
Add Model.Cube, Sphere, Error Add Particle.Get, Set for storing extra data Add ParticleEffect.OnParticleCreated, OnParticleDestroyed Fix panel NRE
10 Months Ago
Fix crash in ComputeMass
10 Months Ago
Send ClientReady after snapshot load Fix not waiting for OnLoad when joining server Trim debug output
10 Months Ago
Refactor SteamLobby Update SteamLobbyConnection id from ConnectionInfo
10 Months Ago
Fix NRE when reporting project errors
10 Months Ago
Remove some unused properties from voice
11 Months Ago
All sounds can compute amplitude now, add Voice.Amplitude and SoundHandle.Amplitude
11 Months Ago
ActionGraph: Output plug labelling https://files.facepunch.com/ziks/1b1711b1/sbox-dev_U6sndV7yzy.mp4
11 Months Ago
WIP output labels
11 Months Ago
Expose Editor.Application.FocusWidget Update Facepunch.ActionGraph
11 Months Ago
Simplify ActionPlug<T> Split up ActionNode.cs Implement EnumControlWidget.IsControlActive ControlSheet: return created widgets ActionGraph: Fix some undo edge cases
11 Months Ago
Initial experiment to see if we can turn shaders into a normal compiled resource Clean up Always spew info for now Don't need ShaderHooks stuff anymore We will need another way to selectively compile in fast mode in future Remove useless asserts
11 Months Ago
Fix documentation
11 Months Ago
Load/reload prefabs with SmallNetworkFiles. Read compiled json with c# fs instead of using native (#1440)
11 Months Ago
Citizen/animgraph: do some move/wish trickery to improve the look of changing direction while swimming (sort of like leaning while running)
11 Months Ago
We don't need to route EngineLoop.Exiting via native
11 Months Ago
Fix engine convars not saving
11 Months Ago
Citizen/animgraph: added Swim_S, updated Swim_N, new Swim_Idle
11 Months Ago
Warnings as errors in PRs to match main CI
11 Months Ago
Load/reload prefabs with SmallNetworkFiles. Read compiled json with c# fs instead of using native
11 Months Ago
Remove PartyLobby (it's all broken, lets remove it and re-implement when we implement it)
11 Months Ago
Simplify ActionPlug<T> Split up ActionNode.cs
11 Months Ago
Reset launch args when joining a server Join active session by default, on map list
11 Months Ago
Make steam's richPresence kind of work
11 Months Ago
Move GameNetworkSystem.QueryLobbies to Networking.* Don't initialize Id and Ip sockets yet, it's gonna cause confusion Set the lobby map name better
11 Months Ago
Map instance loads particles
11 Months Ago
ActionGraph: Undo / redo ActionGraph: Undo / redo property changes
11 Months Ago
Add GameObject.Network.OwnerConnection
11 Months Ago
Extract VoiceManager from VoiceComponent Add Application.IsMicrophoneListening, IsMicrophoneRecording Mic overlay
11 Months Ago
Add IsValidType and use that for now instead of IsValueType on the property. Support using `string` for Sync
11 Months Ago
Delete rendering world session, not used anymore
11 Months Ago
Don't support FIELD_VARIANT (not used) to get entity2 usage out of tier2
11 Months Ago
Don't include entitykeyvalues where it's not needed
11 Months Ago
CharacterController Sync vars don't have to be query now we have codegen NetworkHelper respawn will auto use SpawnPoint components if available
11 Months Ago
Replace entitykeyvalues with keyvalues3 for map game data node
11 Months Ago
Trim down entitykeyvalues some more