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

11 Months Ago
Default fps_max to 200 instead of unlimited
11 Months Ago
When calling SetMaterialOverride with a null texture, remove just that entry instead of clearing
11 Months Ago
Woops
11 Months Ago
Allow modelphysics to disable collision sounds
11 Months Ago
ModelPhysics bodies sets their gameobject CollisionSoundSystem doesn't rely on collider so allow it to run without one
11 Months Ago
Remove last remaining networking code from animgraph (I think)
11 Months Ago
Remove last remaining CLIENT_DLL and SERVER_DLL defines
11 Months Ago
Remove these daft unused damping functions from physics interface
11 Months Ago
Optional params for SoundStream.Play
11 Months Ago
Add GetBodyGroup to ModelRenderer
11 Months Ago
New project wizard creates a directory in your selected location instead of you explicitly selecting the location
11 Months Ago
ActionGraph: Fixed not being able to set properties
11 Months Ago
Change EditorWindow.StateCookie so everyone on main gets a sane default layout reset on them when staging is flipped
11 Months Ago
Unused networking engine events Delete some unused VR specific stuff from scenesystem
11 Months Ago
Write vertexobject on end of scope
11 Months Ago
Fix conversion errors when setting FieldDescription value Fix NRE in MapSelectButton Fix NRE when joining local. package game
11 Months Ago
Updated Facepunch.ActionGraph
11 Months Ago
Add Component.INetworkSpawn - calls with owner when a GameObject is network spawned Fix not network spawning
11 Months Ago
ActionGraph array linking fixes
11 Months Ago
Remove GameResources able to load from keyvalues Fix asserts/trying to make 0 width&height render targets on startup TryLoadGameResource catches exceptions as expected, doesn't brick your game if you have a malformed gameresource now
11 Months Ago
Fix uninitialized variables in model anim, this will make IsWorldSpace assert reliably trigger when it should Set morph frame source anim to worldspace, fixes assert
11 Months Ago
Softer depth comparison for subsurface scattering Implement Depth::GetWorldPosition properly, document it nicely Recompile sprite with depth feathering
11 Months Ago
Make gizmos use DynamicSceneObject, add CMeshBuilder2::WithInstancedTransforms to flag mesh to use transform system without changing vertex layout, fix transforms on dynamicsceneobject in native
11 Months Ago
Spawn point gizmo tweaks Better define what happens when host leaves (destroy their shit) Tweak network transform lerp
11 Months Ago
Merge fuckup
11 Months Ago
Add PhysicsBody.SmoothRotate Expose TimeSince, TimeUntil, so they're usable in RPCs and Sync vars Connection.Local.IsHost should make the right noises now, fixed some id confusion Update parent and owner during network updates Remove Game.Server Delete EngineRpc Add Networking.FindConnection Draw owner next to GameObject Give players a unique display name when joining (if there's a clash)
11 Months Ago
Sod that, remove Input.VR.IsActive
11 Months Ago
Obsolete Input.VR.IsActive since it's grabbable via Game (and this code path hasn't been working for ages)
11 Months Ago
Fix vertexobject reusing on gizmos
11 Months Ago
StyleSheet String Table (#1437) * Initial commit * Make it better * Clear entries in StringTable.Reset * Remove unused method * Remove unused using statement * .scss and .prefab both valid small network files * Send .prefab_c instead of .prefab
11 Months Ago
Send .prefab_c instead of .prefab
11 Months Ago
Include "vr" in connection userdata
11 Months Ago
Remove ManagedSceneObject/SceneCustomObject, only causes problems now, use DynamicSceneObject if you use it Fix transforms on dynamicsceneobject Move VertexSceneObject to use SceneDynamicObject, upload queue to GPU when it wants a new instance Add MeshBuilder2::WithInstancedTransforms to add per-instance transform info to the input layout, does not change the data structure of the layout but makes transforms be ellegible with them programatically
11 Months Ago
Terrain: Move mode selection to EditorTool overlay, component inspector is settings only dotnet format
11 Months Ago
Updated spawnpoint component + friend https://files.facepunch.com/louie/1b1611b1/sbox_41XbHHS4lb.jpg @DanduwFP
11 Months Ago
Citizen: new Swim_N animation
11 Months Ago
format this
11 Months Ago
Fixed looping sounds suck at 0,0,0 on soundscape
11 Months Ago
Fix transformed terrain incorrect lods by transforming camera pos in shader
11 Months Ago
env_combined_light_probe_volume are boxes for Map Instance
11 Months Ago
Fix CastHeightShape (Allows casting against transformed terrain)
11 Months Ago
Motion blur post-processing component Color adjustments post-processing component (saturation, hue rotate, brightness, contrast) Blur post-processing component Adjust new post-process component orders Remove unused attributes & clean up post-processing shaders
11 Months Ago
Remove ManagedSceneObject/SceneCustomObject, only causes problems now, use DynamicSceneObject if you use it Fix transforms on dynamicsceneobject Move VertexSceneObject to use SceneDynamicObject, upload queue to GPU when it wants a new instance Pass per transform index data to SboxVertex_t, I still don't like how this is not easily templateable though
11 Months Ago
Terrain: Import heightmaps PNG 8bit :( or RAW 8 or 16 bit
11 Months Ago
Delete deprecated anim nodes
11 Months Ago
Delete unused network related functions
11 Months Ago
Set Fog opacity
11 Months Ago
Map Instance additions Soundscape box/ radius (local for the moment) Gradient Fog Prop scaling
11 Months Ago
Delete IsNetworkAuthority
11 Months Ago
Delete anim node network mode