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22,417 Commits over 1,614 Days - 0.58cph!

10 Months Ago
Fix ambigious docs
10 Months Ago
this can be made private
10 Months Ago
Add single Connection overloads
10 Months Ago
Same logic for static Rpcs
10 Months Ago
Update documentation Add recipient filter struct, type, and Rpc.FilterOnly and Rpc.AllExcept methods Update documentation Change filtertype options Move to Connection.Filter. Can pass optional filter to Broadcast. Use this for Rpcs with current filter. More docs
10 Months Ago
BufferedHashSet<T>: For safely iterating over a hashset that can be modified without needing a copy Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes Sandbox.Game convars work in editor again Codegen IUpdateSubscriber and others on Components that implement those methods Scene update loop only iterates over enabled components that implement each of their methods; OnUpdate, OnFixedUpdate, OnPreRender
10 Months Ago
Always explicitly keep a reference to delegates passed to native (#1546)
10 Months Ago
Always explicitly keep a reference to delegates passed to native (#1546)
10 Months Ago
BufferedHashSet<T> Use BufferedHashSet<Component> to safely iterate components without a copy Name this ComponentSubscriberInterfaces, name interfaces IUpdateSubscriber etc.
10 Months Ago
Fix build
10 Months Ago
Write the version id with downloaded package Update library template Update library template Cleanup
10 Months Ago
Test out this iterator safe workset collection, this probably has some fancy standard name
10 Months Ago
Codegen adds Sandbox.Internal.IWantsOnUpdate etc. when those methods are found on Component derived classes New update mode, iterating over components with IWants interfaces Sandbox.Game convars work in editor again Run legacy game loop on older assemblies Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes Check Component.IsValid() just in case they've been immediately deleted
10 Months Ago
Add mutex on read/writing m_CulledLights, guarantees it won't be overwritten twice while doing a callback before finishing rendering next frame or would write while allocating lights
10 Months Ago
Fix baked fog on scenes, only enable volumetric fog if there are any fog volumes in scene https://files.facepunch.com/sampavlovic/1b2511b1/image%20%289%29.png
10 Months Ago
Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently Don't make asset metadata for cloud assets, since we're mounting downloaded cloud stuff first, asset browser tag code is generating fake metadata for all this cloud stuff and causing problems when we're wanting the real metadata
10 Months Ago
CitizenAnimationHelper: FootShuffle becomes more generic MoveRotationSpeed, update docs for what this parameter is doing now
10 Months Ago
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
10 Months Ago
View package details Fix local packages not showing detail Start on Uninstalling, Switching Versions Cleaner library adding
10 Months Ago
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
10 Months Ago
Shorten that prop name
10 Months Ago
Ensure can't use different RPC attributes together, doesn't make sense
10 Months Ago
Add some more documentation to the other RPC attributes
10 Months Ago
lb_indexed_pointlight_shadows. By default for now, don't cast shadows to indexed point lights if the cvar is set, rarely worth anything useful
10 Months Ago
🧹
10 Months Ago
Implement MethodArguments attribute, use it for UnicastAttribute ensure that first parameter is Connection
10 Months Ago
Fix file move on vpc for shadowmap_texturebarrier_renderer.h
10 Months Ago
Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply Pass per view lighting constants to shadow, transition barriers to fog
10 Months Ago
Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight
10 Months Ago
Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system
10 Months Ago
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it
10 Months Ago
Shift StartCentered property and logic out of Widget and into Window/BaseWindow, plus special cases fixes for splash and launcher Prevent main editor window from attempting to centre on itself
10 Months Ago
Codegen adds Sandbox.Internal.IWantsOnUpdate etc. when those methods are found on Component derived classes New update mode, iterating over components with IWants interfaces Sandbox.Game convars work in editor again Run legacy game loop on older assemblies
10 Months Ago
Move ControlModeSettings into Sandbox.Engine (from tools addon) Launcher displays VR button for projects with VR support Add quick editor option to enable/disable VR without restarting the editor
10 Months Ago
Tiny tidyup
10 Months Ago
New Hat - Trapper Hat Cosy winter hat, LODs coming asap https://files.facepunch.com/daniel/1b2411b1/sbox-dev_LhRhTPsrhS.jpg
10 Months Ago
Publish: handle libraries referencing each other during compile
10 Months Ago
Retain upload case sensitivity when upload a source package Wrap FileSystem.ProjectSettings in a AggFileSystem, so when it's disposed it doesn't dispose the package's filesystem. What a fucking mess. Move CreateProjectFolders so it can be called from elsewhere
10 Months Ago
Added UnicastAttribute / codegen Warn in OnObjectMessage if ActiveScene is not set Document UnicastAttribute
10 Months Ago
Upon changing a component type to abstract and you have component references, add it as a missing component
10 Months Ago
Edge split https://files.facepunch.com/layla/1b2411b1/sbox-dev_tJAwpCBX7h.mp4
10 Months Ago
Edge dissolve https://files.facepunch.com/layla/1b2311b1/sbox-dev_bYy4nlGQcb.mp4
10 Months Ago
Refactor halfedge for safer component checking and easier access to components from handles Edge collapse https://files.facepunch.com/layla/1b2311b1/sbox-dev_yypYVe16Ni.mp4
10 Months Ago
Added UnicastAttribute / codegen Warn in OnObjectMessage if ActiveScene is not set
10 Months Ago
Use Json.Serialize/Deserialize for BaseFileSystem.WriteJson/ReadJson, instead of different serializer options which didn't support our custom converters
10 Months Ago
Centre default window positions to the screen, or main editor window where it's present
10 Months Ago
Squashed commit of initial standalone exe and wizard Squashed commit of full exe implementation Wizard cleanup, shares wizard code between publish/standalone Rebase fixes
10 Months Ago
Edge ring select, add shortcuts for ring select and connect (G and V) https://files.facepunch.com/layla/1b2311b1/sbox-dev_cdYFJiesYI.mp4
10 Months Ago
Re-implement Input.GetAnalog, respective glyph icons, moved some files into dedicated Controller directory
10 Months Ago
Fix warning