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17,035 Commits over 1,308 Days - 0.54cph!

37 Days Ago
Add prefabs for cubemap fog, envmap probe, gradient fog, volumetric fog
37 Days Ago
Hide terrain component, don't create this manually
37 Days Ago
ActionGraph window is a dialog, stays on top of editor window Fix GetAttributes sometimes returning null Don't write null values in components Add OnComponent actions https://files.facepunch.com/garry/65558502-1f39-48b8-81eb-e54a43e025a9.png
37 Days Ago
Add Collider.OnTriggerEnter, OnTriggerExit
37 Days Ago
Make block primitive hollow option work
37 Days Ago
Clamp instead of throw in DirtyHeightmapRegion so we can paint on terrain boundary
37 Days Ago
Collide against heightfield grid instead of trying to triangulate it exactly, slightly less accurate but faster
37 Days Ago
Half edge renames
38 Days Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again
38 Days Ago
Draw open edges with half thickness
38 Days Ago
Leotard LODs
38 Days Ago
ControlSheet/Inspector tweaks that no-one asked for
38 Days Ago
Render open edges with smaller thickness until I render hash marks for them
38 Days Ago
Add PolygonMesh.IsEdgeOpen
38 Days Ago
GetEdgeVertices has two out vertices, instead of returning array
38 Days Ago
Lock simulator commit when removing a source Skip adding undos on Game scenes Don't try to remove steam audio static mesh if it's null
38 Days Ago
Fix #nullable context warnings Facepunch/sbox-issues#5116
38 Days Ago
Lock reflection simulator when committing
39 Days Ago
Create grid debug shape for heightfield, faster but could be faster Don't build steam audio static mesh for heightfields, too slow currently (do we care?) Update terrain collider when terrain is dirty
39 Days Ago
Refactor ActionGraphDebugger First pass at listening for ActionGraph scene refs WIP show scene refs in scene view https://files.facepunch.com/ziks/2024-03-08/sbox-dev_HZ7Fs0R2x1.mp4
39 Days Ago
CollisionActionComponent, TriggerActionComponent implement IActionComponent
39 Days Ago
Fix asset references trying to resolve before those references were added to the assetsystem, which would cause failed uploads No amount of reverting was fixing this, so I think this has existed for a long time... Fixes sbox-issues/issues/4914 sbox-issues/issues/5013
39 Days Ago
slicked_back_balding lods
39 Days Ago
Leotard Model + Hair Adjustments
39 Days Ago
Fixed game dll not being able to access clothing icons Process deletes in a couple more opportune places When a bone merged model is added, merge it immediately to avoid 1 frame bind poses when components are added after animations are calculated Update avatar scene
39 Days Ago
MeshEditor: More robust u and v axis face calculation, only set texture axis if the face can calculate a valid normal
39 Days Ago
Fix build
39 Days Ago
Add unrecognised reference paths to asset inspector Remove legacy path from CMapAssetType::CalculateDependencies
39 Days Ago
Move light culling renderer to scenesystem and remove GetPtrValue hacks from it, we'll call it from lightbinner to pass results from light culling, layers still exist on renderingpipeline for ordering
39 Days Ago
Initial proof of concept for scoping gamepad inputs - Push input scope if a GameObject has an InputScope component, which pushes the active input context - Don't use Controller.First anywhere other than UI - Poll every gamepad input and store an InputContext per controller, instead of just the first one Todo: - Fallback to first controller if we don't define any input scopes at all - Let the keyboard and mouse easily be the "non-scoped" input, so we can have two player games with just one gamepad
39 Days Ago
Fix schema generation
39 Days Ago
Tweak painting to pixmaps to avoid invalid pen crash
39 Days Ago
Delete block tool scene object if creation gets cancelled
39 Days Ago
Support heightfield in CPhysicsShape::GetTriangulation
39 Days Ago
Unmangle SDL Steam Audio: check for AVX512 before using it
39 Days Ago
CollisionActionComponent, TriggerActionComponent These will all get deprecated with #1458 anyway
39 Days Ago
Make AssetSystem.IsCloudInstalled a bit safe EventSystem gets inner exception from TargetException WorldPanel mark panel as null when disabling Wrap ControlSheet in try get to prevent catastrophe
39 Days Ago
StyleSheetCollection replaces old parsed value when calling Parse Fix menu not loading in editor properly
39 Days Ago
Add Component.OnParentChanged Update GameObjectInspector.cs Create avatar.scene PanelComponent updates parent panel when changing parent
40 Days Ago
SourceLocation ILHotload test Use built-in FindNode( getInnermostNodeForTie: true ) for ILHotload #1492 Fix ILHotload handling SourceLocation attributes I'm not sure why it wasn't skipping before
40 Days Ago
Terrain default cast shadows off Heightmap import support mac byte order Remake heightmap/controlmap texture when importing at a different size Fix enums on ReflectionSerializedObject properties
40 Days Ago
Very basic editor tint when entering play mode sbox-issues/issues/4333
40 Days Ago
Fix showing project launch errors
40 Days Ago
Add mips to texture editor Fix GPU crash when ReadTexturePixels is provided a srcRect that exceeds texture size Terrain: Add splatting with layers, add heightmap imports, switch to editortool subtools
40 Days Ago
Gradient editor lets you press delete to remove the selected point Resolves sbox-issues/issues/4963
40 Days Ago
Move resize box to world space position before snapping it https://files.facepunch.com/layla/1b0711b1/sbox-dev_fVEF49E04T.mp4
40 Days Ago
Menu compile fix
40 Days Ago
Add SerializedProperty.ShouldShow() Start reworking ControlSheet so it can hide rows when ShowIf/HideIf is set Add gradient to user customization Clothing item gradient
40 Days Ago
Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png
40 Days Ago
Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled Remove stuff that we're not using now More patterns (though defining these in code feels silly) Apply scales, clean up