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20,894 Commits over 1,522 Days - 0.57cph!

11 Months Ago
Fix stray margin when expanding/collapsing components
11 Months Ago
Updater for "snaprotationangle" int -> float, so it stops fucking spamming Rewrite font manager to not use filename, instead uses font family name like normal css All ttf and otf font files are loaded from /fonts/ folder and mapped to their font family name, weight, style. This is likely to be a breaking change if you had weird named fonts. Stop scene first person camera shaking from continuous quaternion <-> angle conversions
11 Months Ago
Citizen/animgraph: small tweak to the airborne blend timings to make the jump-to-airborne transition smoother (I think I recently messed with the jump blend-in timing and forgot to adjust the subsequent timings to account for that)
11 Months Ago
Remove SetRenderAttributesForEnvironmentMap, Handshakes, ChooseEnvironmentMap and envmap bindings (cya), we're been GPU-driven for quite some time now Backport Texture Sets from Valve code drop, much saner way to work with textures of this kind ( EnvMap sheet, LightCookie sheet )
11 Months Ago
Move orbit camera to SceneEditorExtensions
11 Months Ago
VR: Fix out-of-editor rendering
12 Months Ago
Add the same bounds checks as before to IzHeightFieldShape::CastRay
12 Months Ago
Raincoat LODs
12 Months Ago
Missed a few more
12 Months Ago
Another engine2 cleaning pass
12 Months Ago
Add Scene.Trace.IncludeRenderMeshes Add Gizmo.IsLeftMouseDown Update ExampleEditorTool
12 Months Ago
Updated CitizenAnimHelper SpecialMoveState Sitting SittingOffsetHeight SittingPose
12 Months Ago
Fixed aoproxy crash when changing model
12 Months Ago
Check if managed is ready before calling physics callbacks
12 Months Ago
Izabu: Add abstract concave shape to make it easier to derive concave shapes (mesh, heightfield, plane etc) and use the same contact code
12 Months Ago
Added EditorTool.AllowGameObjectSelection Expose Widget.WindowFlags Add WidgetWindow Add SceneOverlayWidget system Add WIP example EditorTool
12 Months Ago
VR: stop NoOpPostprocess layer trying to clear again in stereo mode
12 Months Ago
In OnTargetedMessage if the TargetId is Guid.Empty, assume it's for us (this may happen if we're using OwnerId as the Target, but the "owner" is the host)
12 Months Ago
Don't render AO proxies if we're not casting shadows
12 Months Ago
Fix NRE when calling [Authority] RPC but authority is the host
12 Months Ago
VR: Clean up stereo rendering logic, fixes aoproxy rendering, reduces memory requirements VR: TrackedDevice defaults
12 Months Ago
Fix disabled components not dropping in from treeview
12 Months Ago
Delete entity.class.def
12 Months Ago
Remove entity handle usage from base light probe volume
12 Months Ago
Delete gameresourceservice and some entity2 files
12 Months Ago
New Hair Remade - Curly Long Hair LODs coming asap for the hair, plus some slight adjustments to the hair textures.
12 Months Ago
Citizen/animgraph: added Skid_C to complement the 1D blend
12 Months Ago
Fix Terrain.RayIntersects not working when ray starts outside of heightfield bounds
12 Months Ago
Add property to ModelRenderer to configure shadow rendering https://files.facepunch.com/devultj/1b1811b1/sbox_DopEMn3tD5.mp4
12 Months Ago
Pass tags to envmap probes in prep for having control over them
12 Months Ago
Make sure to pass tags to light SceneObjects
12 Months Ago
Give SceneCameras created by CameraComponent a name (derived from its GameObject)
12 Months Ago
Citizen/animgraph: added wish-based flailing & directional lean to skid, and converted the 2D x/y blend to a 1D move_direction blend to ensure the transition between directions look proper regardless of speed https://files.facepunch.com/maxlebled/1b1811b1/2023-12-18%2013-46-47.mp4
12 Months Ago
More difference between hovered and unhovered gizmo controls HeaderBar supports LeftCenter, RightCenter Add Editor.Shortcut class Move editortool mode to headerbar
12 Months Ago
Add faster way to cast ray against heightfield for Terrain.RayIntersects
12 Months Ago
Move CodeGenerator to Sandbox.System CodeGen: Set MemberIdent on wrapped properties Rewrite to [ConCmd] [ConVar], use new codegen, make scene games able to use them Load fonts from scene games filesystem too Log when can't find font, should help some people debug TransformControlWidget: Non-uniform scaling
12 Months Ago
Snap To Grid
12 Months Ago
Depth bias the position/scale gizmos
12 Months Ago
Set the transform after creating a sceneobject - because non uniform scale doesn't get applied via the create method yet Add EditorTool Add Gizmo.IsCtrlPressed etc Add Gizmo.Snap( vector ) Add Gizmo.Settings.SnapToGrid SceneToolbar has grid snapping PositionEditorTool supports grid snapping and shift drag to duplicate
12 Months Ago
Fix panel transition timing
12 Months Ago
Add Vector3.Inverse Transform.NormalToLocal, PointToLocal, NormalToWorld use non uniform scale properly Hitbox converts ray to local properly when picking bbox and models
12 Months Ago
Setting GameObject.Parent = null is the same as GameObject.Parent = GameObject.Scene (fixes sbox-issues/issues/4225) Add alias to CitizenAnimationHelper for backwards compatibility
12 Months Ago
Rename the rest of the colliders, make gizmo drawing consistent Add CitizenAnimationHelper component to base addon
12 Months Ago
ColliderSphereComponent is SphereCollider , has Center, Sphere gizmo keeps uniform scale which represents the actual collider
12 Months Ago
Add Scene.SharedTick Order ComponentSheet by file and line Fix componentsheet spacing inconsistencies Add BBox.Extents ColliderBoxComponent becomes BoxCollider, has Center property Rigidbody Colliders get rebuilt when scale changes too
12 Months Ago
Strip out monitors, viewmodel and 3d skybox rendering paths from renderpipeline, needs to be cleared from the rest of the codebase (cherry pick from renderingpipeline_cleanup ) but if we don't do it now we never will RenderingPipelineVr becomes RenderingPipelineStandard Remove remaining non-VR "VR" references from rendering pipeline, remote retinaburn and env interaction system that have been never used for us, some more of VR stuff could be taken out now that we do it mostly all in managed Don't shrug off scratch render target system errors after a while
12 Months Ago
Debug draw physics world in GameTick. Add physics debug world to scene view camera
12 Months Ago
Tick NetworkSystemManager from GameMenu, so Time.Now is scoped and we can process everything before the first render Network heartbeats keep scene time in sync Throw a more useful exception when RPC call fails ObjectUpdateMsg sends server time
12 Months Ago
Add BytePack support for bool (!) Scene.EditorTick only changes scene time if it's an editor scene
12 Months Ago
Fix odd text alignment in ResourceControlWidget