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17,369 Commits over 1,338 Days - 0.54cph!

1 Year Ago
Documentation pass Minor code cleanups
1 Year Ago
Derive AssetBrowserInstance straight from AssetBrowser Let's call this splitting instead of instancing Remove duplicate PopulateSettingsMenu
1 Year Ago
When creating a new asset browser instance, 'split' the existing one Docks the new instance to the right of the existing one, with the same filter applied Copy view mode too Cleanup function names Forgot to call CopyFrom, whoops Only show new instance button inside main asset browser Hammer/SFM don't work well with it (neither use the new docking system)
1 Year Ago
Run http allow list through the server config string table
1 Year Ago
Allow WebSocket uri schemes
1 Year Ago
Tweak reconstruction and normal calculation on ssr, readd edge feathering that was incorrectly left out Do pingponging by using current frame count, hash using required dimensions rather than viewid since these can be 0
1 Year Ago
Return the instance we make from AssetBrowserInstance.Create()
1 Year Ago
Whitelist System.Net.Primitives assembly, and HttpStatusCode type
1 Year Ago
Editor: add locally stored maps to map package selector https://files.facepunch.com/devultj/1b2511b1/sbox_DmMON8Jt0A.png
1 Year Ago
Make the Publish Wizard description field multi-line
1 Year Ago
Add Event.Server.Gizmos
1 Year Ago
Manually register analog inputs in existing manifest groups. Fixes trigger/joysticks not working if you're using them for other actions.
1 Year Ago
plastic_bucket_a fixes & cleanup
1 Year Ago
Entity.Client - I think this is our desired outcome - with less complication
1 Year Ago
Suppress buttons properly when interacting with gizmos https://files.facepunch.com/garry/886588d5-f454-498b-a8eb-c3a076fc5815.mp4
1 Year Ago
Keep gizmo cursor position legit when game doesn't have mouse focus Add Editor.Utility.InspectorObject (usable in game addons) Enable gizmo pressing in game https://files.facepunch.com/garry/2ee9c2e5-4c48-4b2a-94df-343661c7ed7f.mp4
1 Year Ago
Refactor our SteamInput layer for input actions - we're no longer using an action set layer since we've eliminated the whole InGame action set. Actions and analog inputs on the same group don't play so well currently, so that's next.
1 Year Ago
Make asset browser instances dockable https://files.facepunch.com/alexguthrie/1b2511b1/sbox_dSV3cOCjfU.png Temp SuppressAllCookies switch on AssetBrowser, should really be saving all state info for instances Keep track of all asset browser instances, use index as identifier for asset browser instance cookies Use same highlight/selected functionality as main asset browser
1 Year Ago
toilet_a & bathtub_a fixes Corrected axis position & asset scale Minor texture adjustments Collision/Optimisation improvements
1 Year Ago
Fix User-Agent typo so none would ever be set Let you define Content-Type and stuff through the standard headers field Fix these typos in the HttpHeaders whitelist, but probably will unwhitelist these
1 Year Ago
Set UsingController if any of our analog states are not zero length
1 Year Ago
Squash commit of SSR and Denoiser work Reimplement Min/Max downsample for new shader Do alpha denoising for DNSR reprojection pass Alpha denoising on the other passes Finish temporal alpha denoising Track reflection gbuffer history so that denoiser knows when to use mirror reflections Fix NaN rays on high quality reflections tracing Test for SSR on water Add contact hardening for DNSR reflections https://i.imgur.com/PHaZgQv.png Test for saving downsampled depth history, might not be necessary, redo convoluted multiple-layers downsample with a simple call to our downsample function call Iterate SSR, fix reprojection Enhance contact hardening for radiance history, drift encoded normals a bit so that normals facing down don't get encoded incorrectly, improve temporal stability factor Some adjustments for contact hardening and compiled shaders Separate water better and output to reflection gbuffer, reflections don't look great yet but has all boilerplate for water2 Force special case for water cubemap blending for now More aggressive contact hardening Compile optimized shaders Allow increasing sampler per pixel on denoiser, use lower precision gbuffer, fix compositing looking weird Do edge gap hardening on prefilter pass Allow for configurable sample count with r_high_quality_reflections_sample_count
1 Year Ago
Can specify HttpContentHeaders specifically for Content related headers, non-content would still use standard way Http.CreateJsonContent specifies application/json as default content type
1 Year Ago
Better scopes Hover input https://files.facepunch.com/garry/6b662b66-8ab9-4bc2-84df-372b398e2f35.mp4
1 Year Ago
Updated standard postprocessing
1 Year Ago
Separate Gizmo instances for server tick, client tick
1 Year Ago
Static Http API (#604) Add Sandbox.Http static REST methods that run off an allow list in your project settings. Obsoletes Sandbox.Internal.Http. --------- Co-authored-by: Rohan Singh <rohan-singh@hotmail.com> Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
1 Year Ago
Remove unused Disposed protect World.DeletePendingObjects SceneCamera.Worlds automatically removes deleted worlds Gizmo.Instance can be disposed
1 Year Ago
Swap order of parameters so method is first even though you should be using named optional parameters. Minor documentation fixes.
1 Year Ago
Rework Inertia and InertiaRotation to use non inverse inertia to give sane values
1 Year Ago
Modeldoc: Don't scale and mirror offsets for hull and mesh, fixes mirror getting cancelled out
1 Year Ago
ShaderGraph: Fix inline node editor not updating when deleting connection
1 Year Ago
Citizen: tweaks to scale_height source poses (they now affect arms a little bit less)
1 Year Ago
Added Mouse.CursorType setter, my use case here is for interacting with world objects from a game where there's only pointer passthrough.
1 Year Ago
Only force an assembly reload if dependent package did a full hotload Fix exception in ContextTools.DetermineContext in fast hotloaded methods
1 Year Ago
Fixed 'Convert Model to Editable Mesh' with compiled only models Fixes converting a model to a mesh when the model has no source .vmdl combining all bodygroups into 1 big mess. Now only the selected bodygroups are converted to a mesh.
1 Year Ago
Fix menu breaking after hotload WIP force-reload assemblies that depend on a changed package Allow resolving newer assembly versions PackageLoader.LoadAssemblyFromPackage cleanup
1 Year Ago
Condensing
1 Year Ago
Re-use our own functions Post returns HttpResponseMessage
1 Year Ago
Add "new instance" button to asset browser, AssetBrowserInstance class
1 Year Ago
Fix System.Collections.Concurrent not being supported
1 Year Ago
Fix mimic bots not copying player's action inputs Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Remove some logging
1 Year Ago
Fixed unloading IsolatedAssemblyContexts during fast hotload In a fast hotload, DON'T unload outgoing, but DO unload incoming after the fast hotload
1 Year Ago
UI: Create multiple samplers to reduce artifacting on repeat Related to sboxgame/issues/issues/3182, decided that making 4 samplers was better than adding another dynamic combo
1 Year Ago
Make GetKeyWithBinding / GetBindingForButton obsolete as they're useless now
1 Year Ago
Set output color to adjusted atoc opacity, recompile foliage shader for this
1 Year Ago
EngineGizmoInstance
1 Year Ago
Added context menu event for ProjectRow, similarly to asset.contextmenu and folder.contextmenu events. See example on sboxgame/issues/issues/3175
1 Year Ago
beer bottle - new glass shader material tweaks Merge branch 'master' of sbox