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22,418 Commits over 1,614 Days - 0.58cph!

12 Months 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
12 Months 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
12 Months Ago
CollisionActionComponent, TriggerActionComponent implement IActionComponent
12 Months 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
12 Months Ago
slicked_back_balding lods
12 Months Ago
Leotard Model + Hair Adjustments
12 Months 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
12 Months Ago
MeshEditor: More robust u and v axis face calculation, only set texture axis if the face can calculate a valid normal
12 Months Ago
Fix build
12 Months Ago
Add unrecognised reference paths to asset inspector Remove legacy path from CMapAssetType::CalculateDependencies
12 Months 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
12 Months 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
12 Months Ago
Fix schema generation
12 Months Ago
Tweak painting to pixmaps to avoid invalid pen crash
12 Months Ago
Delete block tool scene object if creation gets cancelled
12 Months Ago
Support heightfield in CPhysicsShape::GetTriangulation
12 Months Ago
Unmangle SDL Steam Audio: check for AVX512 before using it
12 Months Ago
CollisionActionComponent, TriggerActionComponent These will all get deprecated with #1458 anyway
12 Months 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
12 Months Ago
StyleSheetCollection replaces old parsed value when calling Parse Fix menu not loading in editor properly
12 Months Ago
Add Component.OnParentChanged Update GameObjectInspector.cs Create avatar.scene PanelComponent updates parent panel when changing parent
12 Months 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
12 Months 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
12 Months Ago
Very basic editor tint when entering play mode sbox-issues/issues/4333
12 Months Ago
Fix showing project launch errors
12 Months 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
12 Months Ago
Gradient editor lets you press delete to remove the selected point Resolves sbox-issues/issues/4963
12 Months Ago
Move resize box to world space position before snapping it https://files.facepunch.com/layla/1b0711b1/sbox-dev_fVEF49E04T.mp4
12 Months Ago
Menu compile fix
12 Months 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
12 Months Ago
Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png
12 Months 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
12 Months Ago
Steam Audio Reflection (#1490) Reflections are re-enabled again. Be aware that right now only "static" colliders block audio.
12 Months Ago
Lets add these incase they're needed
12 Months Ago
Fixed a boo boo
12 Months Ago
Bug fixes
12 Months Ago
Add AudioMixer, Reflection performance graph
12 Months Ago
Protect against invalid transform in CPhysicsBody::AddMeshShape, fixes crash some games are having
12 Months Ago
performance tweaks
12 Months Ago
Tentative fix for #1492 This might lead to it falling back to normal hotloads more often, but at least it shouldn't throw.
12 Months Ago
Remove debug Clean that up a bit We can limit the max number of reflective sounds simulating, allowing to put a performance cap on it
12 Months Ago
ComponentFlags.NotNetworked. When a component has this flag, it won't be serialized in the scene snapshot or with a networked object when sent to other clients
12 Months Ago
Avoid throwing / catching exceptions when upgrading delegates (#1491) Was very slow when the debugger is attached
12 Months Ago
Don't EditLog if we're not in the Editor. EditLog separate from BreakFromPrefab because we don't wanna do that just because we're spawning a networked object in a running scene.
12 Months Ago
Interpolation Fixes w/ Ownership Change (#1494) 🤞
12 Months Ago
Bounds checking in izCreateBVH to be safe
12 Months Ago
This doesn't need to be internal anymore, was leftover from testing
12 Months Ago
Speeling
12 Months Ago
Return hit if maxlength < 0 (!) Test reflection per input Tweaks Partial rewrite Use audio materials Tweak how static meshes work I am sorry, I don't see a better way to do this Re-using these samplers Some sample rate math notes
12 Months Ago
I am sorry, I don't see a better way to do this Re-using these samplers Some sample rate math notes