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20,759 Commits over 1,522 Days - 0.57cph!

20 Days Ago
Fog TAA + Tiled Rendering * Fixes artifacts * Improves perfomance * Removes Clipmaps * Lights are culled with tiles * Makes fog render until far-z * Removes ghosting * Simplifies codebase a lot
20 Days Ago
Pixel size + bilinearity doesn't match the power of two in the depth chain, sample neighbors, we just want far value CreatePerViewConstantBuffer needs to exist before prepass, it's used for wind, remove callback stuff since async fog is gone
20 Days Ago
If no [Inspector] found keep falling back on [CanEdit] Fixes Facepunch/sbox-issues#6784
20 Days Ago
Can drag scene prefabs into Hammer map view
20 Days Ago
Fix PrefabFile.GetMetadata() reading the wrong property name
20 Days Ago
Iterate until number of lights rather than 64 every time 😪, more cleanup
20 Days Ago
Fix Prefabs not serializing ISceneMetadata components that are on the root GameObject
20 Days Ago
Cleanup, optimize fog
20 Days Ago
Frustum FarZ for fog tiled rendering Remove async fog, unlikely to yield gains, move volumetric fog to after depth prepass, we need depth chain to not be 1 frame behind on tiled culling for volumetrics
20 Days Ago
mapbuilder: don't try to parse empty scene json fixes Facepunch/sbox-issues#6777
21 Days Ago
Citizen/animgraph: added b_firstperson parameter; intended to be used when showing the body in first-person view while looking down
21 Days Ago
Get shortest SourceLocation path when setting TypeDescription.SourceLine/File - This should've been the original fix for opening code files that have partial class defs
21 Days Ago
Get rid of my partial class check for SourceLocation codegen, it's actually the culprit for Facepunch/sbox-issues#6753 - re-publish your game and it'll be fine
22 Days Ago
If setting local transform to default, set it to Transform.Zero Add Texture.CreateFromSvgSource PlayerController: Fix hiding other players bodies PlayerController: Tweak how body rotation works, clamp rotation to always be within RotationAngleLimit vs eye angles PlayerController: Only apply "viewer" tag to render body if set Svg's have mips, can keep aspect ratio Fix warning
22 Days Ago
Animgraph: Add blend cycle option to state machine transitions - blends cycle on transition instead of resetting to zero https://files.facepunch.com/layla/1b0211b1/sbox-dev_fR7ScCdFuP.mp4
22 Days Ago
Wrap property tooltips in rich text tags so they wrap, resolves Facepunch/sbox-issues#6723 Do Widget.AdjustSize before ConstrainToScreen Fix colour picker relying on late sizing and not constraining to screen properly, Facepunch/sbox-issues#6717
22 Days Ago
Quick fix to diving outfit Merge branch 'master' of sbox
22 Days Ago
Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y
22 Days Ago
Clothing Updates
22 Days Ago
Clothing Update
22 Days Ago
Fix readonly string control widget
22 Days Ago
Tiled rendering for volumetrics https://files.facepunch.com/sam/1b0111b1/GsS5a4ZBVu.png
22 Days Ago
Hammer GameObjects (#1675) * Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c * MapInstance additive loads the SceneFile from inside the VPK Tie Meshes to GameObject: * Replaces Entity * GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider * HammerMesh is setup at map compile time with generated models. Editor: * Add HammerManagedInspector which can take over native inspector if it likes the MapNode type * Add HammerSceneEditorSession for handling saving properly * Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority) * Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos Hammer Outliner: * Managed sets DragData of map nodes in Hammer outliner * Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly * Removed duplicate entity list * Add "Create Game Object" button ActionGraph: * Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph --------- Co-authored-by: James King <james.king@facepunchstudios.com>
22 Days Ago
Cleanup Set native modified flag using SerializedObject callback, also emit EventMapNodeDescriptionChanged_t for the outliner
22 Days Ago
Get rid of map Update sbproj Don't tick this if we're not in VR Remove old VR stuff
22 Days Ago
Set HelpUrl
22 Days Ago
Can rotate and scale map game objects
22 Days Ago
Unify UI and ListenLocal, should have complete parity with how it was before 🤞
22 Days Ago
Tint default Color.White
22 Days Ago
Hammer Game Objects * Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c * MapInstance additively loads the SceneFile from inside the VPK Tie Meshes to GameObject: * Replaces Entity * GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider * HammerMesh is setup at map compile time with generated models. Editor: * Add HammerManagedInspector which can take over native inspector if it likes the MapNode type * Add HammerSceneEditorSession for handling saving properly * Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority) * Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos Hammer Outliner: * Managed sets DragData of map nodes in Hammer outliner * Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly * Removed duplicate entity list * Add "Create Game Object" button ActionGraph: * Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph Co-authored-by: James King <james.king@facepunchstudios.com>
22 Days Ago
Properties with [Hide] don't contribute to features tabs Don't need these Hammer prefab templates anymore InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject )
22 Days Ago
Fix exception in Asset.ReadJson() Fix NRE in GetBoneObject() when using the wrong name
23 Days Ago
Remove extra quat normalize that isn't doing anything
23 Days Ago
Normalize quaternions in AddPoses to prevent drift in model space blending
23 Days Ago
Citizen/animgraph: improve look & feel of turning while moving https://files.facepunch.com/maxlebled/1b0111b1/2024-11-01%2005-08-50.mp4 (NB: this video has several of the parameters non-functional due to the current state of the physics-based player controller, so it's not a complete picture, but it does show off this specific improvement)
23 Days Ago
Fix UI sounds still playing spatially.
23 Days Ago
Don't early out of model collider when there isn't a bone for part
23 Days Ago
Add jsoncpp so we can read/write json properly without fucking around with kv3 Add CMapGameObject map node with managed counter part that wraps a GameObject * Hammer world's Scene uses HammerSceneEditorSession * Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now * Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos * More explicit HammerEvents. Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values * MapGameObjects can be tied to MapMesh and generate model geometry Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly QOutliner: Remove hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away [~] ModelRenderer don't default to box if Model is null InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject ) Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs) When tying a MapMesh to a MapGameObject add ModelRenderer and ModelCollider automatically Don't need these Hammer prefab templates anymore Add "Create Game Object" button to Hammer outliner HammerMesh component, explicitly set on GameObjects that have a map mesh attached
23 Days Ago
Fog TAA cherry pick with the new changes we have on fog lightbinner, removes fog clipmaps entirely too
23 Days Ago
Allow physics shape to associate with a bone index so SceneTraceResult.Bone works when hitting physics shape, as the summary suggests https://files.facepunch.com/layla/1b3111b1/sbox-dev_016MWrhQrI.mp4
23 Days Ago
Remove the need for CGameTrace and delete it, the less trace result structs we have, the better
23 Days Ago
Don't let the user drag AssetPicker tabs about/outside the window (lol) AssetPicker: Disable type facet dropdown if FilterAssetTypes is specified AssetPicker: Default to project assets folder when no initial selection is given Fix CloudBrowser not saving/restoring from cookie Shift cloud locations around again, this makes more sense I think AssetPicker: make sure we're raising the tab you'd expect by default
23 Days Ago
Add more optional functions to IPressable, for hovering and update Slow down default player turn speed PlayerController camera can be moved left/right PlayerController has "use"ing built in
23 Days Ago
Switch case node https://files.facepunch.com/ziks/2024-10-31/sbox-dev_YiyL34b2CY.mp4
23 Days Ago
Add clear button to asset/cloud browser search bars
23 Days Ago
AssetPicker: Standardise initial selection logic, prefer selecting cloud package for cloud assets (and not .sbox disk path) Fix focusing AssetList on entry sneakily not working Wait for cloud browser to receive results before selecting initial selection
23 Days Ago
Add pivot to sprite renderers
23 Days Ago
Prevent cloud browser from shitting pant with duplicate facet tags in query Don't add type tag twice when FilterAssetTypes is specified for cloud browser Cloud browser: Hide sidebar type locations when FilterAssetTypes is specified
23 Days Ago
Update Facepunch.XR to match commit 5cb9da3f30cde711d40b872e8b37e29c6f1dfbfe API fixes
23 Days Ago
Cloud asset uninstall flow/ui - removes all references to the package from your project - deletes all files that're no longer needed from disk - updates package references to remaining installed package where there's shared files https://files.facepunch.com/solw/2024/October/31_13-07-ComposedAmericancreamdraft.png