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17,123 Commits over 1,308 Days - 0.55cph!

39 Days Ago
Move Networking.HostConnection to Connection.Host Whitelist TaskExtensions.Unwrap
40 Days Ago
Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples Assert isn't valid anymore in ComputeImageViews since we can pass a cube array
40 Days Ago
GGX filtering
40 Days Ago
Created bone objects on skinned model renderer update on model reload and model change
40 Days Ago
Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler
40 Days Ago
Fix asset browser not finding files on T and U drives Resolves sbox-issues/issues/4560
40 Days Ago
Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders
40 Days Ago
ShaderGraph: Fix ScreenPosition.XY incorrect component count
40 Days Ago
Sprite shader flips with uv sign Add SpriteRenderer FlipHorizontal and FlipVertical
40 Days Ago
ModelPhysics recreates physics on active model change, fixes some props not initializing physics when created in code
40 Days Ago
Fix all sounds being downmixed to mono
40 Days Ago
Fix terrain trace hit normal
40 Days Ago
Fix BaseSoundComponent NRE Fix stereo sounds playing one channel
40 Days Ago
Fix RedirectFileSystem DirectoryExists case sensitive Remove key when SetMeta a null value Add ConfigData type Save/load Collision data to ProjectSettings/Collision.config Remove obsolete calls
40 Days Ago
Support per triangle physics surfaces on mesh shapes https://files.facepunch.com/layla/1b1411b1/sbox-dev_WzjagCCSeA.mp4
40 Days Ago
Editor startup cleanup & remove Editor.Utility
40 Days Ago
Fix path stretching asset browser size - fixes sbox-issues/issues/4609
40 Days Ago
If we pass in an invalid transform to Steam Audio, just ignore it
40 Days Ago
Fix SerializedList/Dictionary not converting property - fixes sbox-issues/issues/5104
40 Days Ago
Refactor Networking/Connection - fixes sbox-issues/issues/4676
40 Days Ago
Add [RequireComponent] Postprocess components use [RequireComponent] https://files.facepunch.com/garry/436210e0-e5e0-44d2-86b5-3456d99bfa33.png
40 Days Ago
Move Json.Upgrader out of Sandbox,Game, have it filter by type Add GameResource.ResourceVersion Inject version into gameresource saves Change DeserializeToObject to use JsonNodes GameResources can define JsonUpgraders v1 upgraders for SceneFile and PrefabFile Add GameResource.LoadFromJson and use that anywhere we load a GameResource Fix PrefabFile upgrader doing nothing Fix tests, supply upgraders
40 Days Ago
Remove unused UnregisterProperties methods
40 Days Ago
Simplify a bunch - allow setting property if slot not registered
41 Days Ago
Authority RPC now correctly uses invoke permissions from the AuthorityAttribute. When calling Authority RPC, if there's no owner, the target would be the host connection
41 Days Ago
Authority check for network destroy - can never arbitrarily destroy unnetworked objects
41 Days Ago
In the PrefabFile upgrader, upgrade Id to __guid as well if possible, fixes corrupt prefabs from before when it was called Id
41 Days Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c# Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper
41 Days Ago
Fix NRE if destroying object in animation event
41 Days Ago
Ensure PanelComponent finds its parent If PanelComponent gets enabled before WorldPanel it fails to find a valid parent Resolves sbox-issues/issues/5024
41 Days Ago
Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper
41 Days Ago
ImageFormat.Default uses RGBA8888
41 Days Ago
Fixes unable to parse guid error when trying to load properties called "id" but the type is not a guid (Fixes Facepunch/sbox-issues#5181)
41 Days Ago
NetworkMode can't be changed from NetworkMode.Object if we are actually a networked object (_net is valid)
41 Days Ago
Also unregister/register sync properties accordingly when GameObject id changes
41 Days Ago
Null checks in RefreshContacts And some more Allow turning off sound air absorption, turn it off on 2d sounds by default Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one. Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix Set hitbox surface Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies Merge branch 'master' into snapshot-refresh
41 Days Ago
Izabu: Don't try to destroy null proxy
41 Days Ago
It goes here
41 Days Ago
Squashed commit of the following: commit 47efeaea0bb81576b52ff4d89a54ee7af5fdc388 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 20:52:12 2024 +0000 Don't do on the root though save that for the multi-comp PR commit 76e46e982b6a4c8ead92ecc885d1f749ec395b92 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 20:51:20 2024 +0000 When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table commit 18afc037988b12788b42f248370388cde0902e58 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 16:18:25 2024 +0000 Use Id not __id as that is what was settled with for Component Ids commit b7c1219ae1446ed68cec1097c4ab1303d26540f4 Merge: 7ae3c58036 776383e111 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 16:16:11 2024 +0000 Merge branch 'master' into snapshot-refresh commit 7ae3c580369d949873ad17a074e5e46b2b11d5a5 Author: kurozael <kurozael@gmail.com> Date: Wed Mar 13 16:14:00 2024 +0000 Revert comp ids on this branch commit 646c24eecde1a02bf245e29b37f7829fa2ee3426 Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 20:10:27 2024 +0000 Fix refresh for bones commit cae184ca981106f4a8ae36dd9047cebe372904c9 Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 19:31:16 2024 +0000 OnRefresh commit bfe4c11914f8ec7b823a86efb12c31936e3e7de4 Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 18:24:43 2024 +0000 Serialize id properly commit 1bc68fc59d9705669cad886f29509be9eda7af9c Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 17:46:18 2024 +0000 Component id + prune those for refresh as well commit 273b8af9cc310bfc762be3c72874b9678b73fe6e Author: kurozael <kurozael@gmail.com> Date: Mon Mar 11 17:14:56 2024 +0000 Initial commit It goes here
41 Days Ago
Undo this bit
41 Days Ago
Include latest table snapshot with full refresh. Update to support __guid
41 Days Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c#
41 Days Ago
Register and unregister Sync properties for child gos/comps appropriately
41 Days Ago
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies
41 Days Ago
Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one. Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix Set hitbox surface Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR Merge branch 'master' into multi-comp-synvar
41 Days Ago
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR
41 Days Ago
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR
41 Days Ago
Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique
41 Days Ago
Set hitbox surface
41 Days Ago
Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix