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20,871 Commits over 1,522 Days - 0.57cph!

11 Months Ago
Add ITagSet.HasAny, HasAll that take ITagSet Added GameTags.Flush - to manually update the flags instead of waiting for the next frame callback Fix warning
11 Months Ago
Add missing methods to TagSet, GameTags
11 Months Ago
Properly hide GameObjectFlags.Hidden in gameobject tree
11 Months Ago
Remove unused Fix scene warnings Remove Camera class
11 Months Ago
Add Panel.Scene
11 Months Ago
Fixed action set flip-flopping between Menu and InGame twice a frame :S
11 Months Ago
VK Validation: Fix texture transition in CSceneSystem::DownsampleTexture, this is not to use depth stencils but will always assume color
11 Months Ago
VK Validation: Fix texture transition in CSceneSystem::DownsampleTexture, this is not to use depth stencils but will always assume color
11 Months Ago
Fix pObjectName in RenderDeviceVulkan::Construct, empty string check was inverted
11 Months Ago
Fix documentation ComponetList uses component.Active instead of component.Enabled to determine active status
11 Months Ago
Remove debug logs Fix interopsystem convar names
11 Months Ago
Fix crash when rendering to pixmap Traces don't hit triggers by default, need to explicitly request it to hit triggers. Ripped out a bunch of unused stuff.
11 Months Ago
Only bitch that vkQueuePresentKHR failed when it's an actual fail condition, some conditions are still considered and enqueued
11 Months Ago
Backport Valve GPU texture compression dispatch code Compiled DXT shaders (optimized)
11 Months Ago
Default rendersystem to Vulkan ;)
11 Months Ago
Imply AV_PIX_FMT_BGRA for pixel format in video recorder, should pass backbuffer format instead, I'll recheck when I have an AMD GPU in hand
11 Months Ago
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11 Months Ago
Fix translucents rendering in opaque layer, corretly make shadows-only casting models use game excluded layer, make depth prepass exclude SCENEOBJECTFLAG_EXCLUDE_GAME_LAYER, fixes rendering of translucents being messed
11 Months Ago
RenderToPixmap is a shit load faster Remove redundant CToolsRenderScope
11 Months Ago
Support Alex's scrolling
11 Months Ago
Post-merge fix
11 Months Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist Don't run ControllerInput.Tick at all if we don't have a controller Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI
11 Months Ago
Fix component context menus being modal, not preventing gameobject context menu popup Fix component "paste values" not working
11 Months Ago
Fix TreeView being empty when scroll forced to top due to item changes Automatically mark BaseItemWidget dirty after a drag and drop (fixes sbox-issues/issues/4374)
11 Months Ago
InteropGen - assert to make sure accessor's a not null Remove SceneCamera.IsMainCamera Add Scene.Camera (returns best, mainest camera) Add Scene.Camera unit test Added CameraComponent.PointToScreenNormal, PointToScreenPixels, ScreenPixelToRay, ScreenNormalToRay Make stuff use Scene.Camera instead of Camera.Main Remove some Camera members Remove some functions from Screen
11 Months Ago
Updated citizen skin and eyeball material
11 Months Ago
use facepunch.walker as maplist game
11 Months Ago
Add SpawnPoint component
11 Months Ago
Fixed error CS8632
11 Months Ago
ActionGraphs capture their containing component Fixes Facepunch/sbox-issues#4370
11 Months Ago
Update shaders with SSS and baked lightcookie fixes
11 Months Ago
Node creation context menu lists getters for components on the host object
11 Months Ago
Don't load any game addons during editor startup
11 Months Ago
ActionGraph context capturing (sbox-issues#4370) ActionGraph node auto-sizing Fix serializing references to the scene object Make SceneFile.Id non-nullable Common helper nodes for components / objects / scenes, special "_this" variable https://files.facepunch.com/ziks/1b0511b1/sbox-dev_NhWdN7pAYp.png Facepunch/sbox-issues#4370
11 Months Ago
Add Preferences class with sensitivity and fov Input uses sensitivity preference CharacterController uses SceneTrace, added GroundObject, GroundCollider, TraceDirection( dir ), added auto IgnoreGameObjectHierarchy CharacterControllerHelper uses SceneTrace Link to new documentation on the welcome screen Fix CitizenAnimationHelper NRE's
11 Months Ago
Handle func_brush creation Handle prop_physics etc
11 Months Ago
Fix and tidy up terrain data serialization
11 Months Ago
Add MapInstance.IsLoaded
11 Months Ago
Set SceneObject shadow casting flag before setting model / transform so we don't need to update the object again
11 Months Ago
Fix serializing references to the scene object
11 Months Ago
Re-plug in speech synthesizer play return
11 Months Ago
Framing a GameObject switches to SceneView Add GameObjectFlags.Deserializing when deserializing Fix performance hit by setting SceneObject properties unnecessarily Only draw envmap bbox when selected Scene.GetAllComponents<T> can find interfaces Use GetAllComponents where we were doing recursive ActiveScene.Components.GetAll Removed SceneObject.Angles (Rotation works exactly the same) Don't render game view when not visible (fixed)
11 Months Ago
Clear QPixmap on create so it's not full of uninitialized data
11 Months Ago
Add InitializeFromLegacy for SkyBox2D Add InitializeFromLegacy for VolumetricFogVolume Add InitializeFromLegacy for EnvmapProbe Handle env_combined_light_probe_volume
11 Months Ago
Guard unnessecary transform change in managed instead of native
11 Months Ago
Fix build failing, can't access TerrainData cref in sandbox.engine
11 Months Ago
Only set body group defaults on model change when sceneobject exists so it doesn't get reset on deserialize
11 Months Ago
Compress TerrainData heightmap/controlmap data with deflate, simple rle is probably best
11 Months Ago
Shadergraph: Transform Normal can output in tangent or world space (default is tangent to match material output) Don't save the file 9 times everytime in Asset.SaveToDisk Store TerrainData in a versioned gameresource with custom serialization, so we can reuse it in multiple scenes and not have absurd file sizes
11 Months Ago
If the collider is static, make the rigidbody static, fixes colliders trying to add keyframed body twice