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17,123 Commits over 1,308 Days - 0.55cph!

1 Year Ago
Remove most usage of vis_info_t
1 Year Ago
Start merging over new vis changes, most implementation changes done. Make sure we go back and change GetPrecisePVS to sunlight and ortho pvs where needed
1 Year Ago
Rubikon: Optimizations for traces and volume queries through the broadphase from Dirk that is meant to be 30-60% faster
1 Year Ago
Lets try rewriting generated razor syntax again some documentation corrections markdown style adjustments
1 Year Ago
Slap DefaultValueAttribute on DevCam values that can reset Because we don't have syntaxrewriter on razor pages
1 Year Ago
Dotted Dress Outfit Piece Skinning fixes and LODs coming ASAP
1 Year Ago
Revert "Generate Razor pages before running Syntax Rewriter" This reverts commit 132f573ddbdf8e42755e08aa0aad41de9cc5d1b4.
1 Year Ago
DevCam reset also resets FOV
1 Year Ago
Added Slider.Default property (razor), middle mouse click will reset to it if set Generate Razor pages before running Syntax Rewriter Gives us DefaultValue attributes on generated classes Added 'onlyOwn' argument to TypeLibrary.GetPropertyDescriptions Defaults to false, optionally returns only non-inherited properties DevCam reset options https://files.facepunch.com/rubat/1b1711b1/5ALR2QNbDc.png Middle mouse click also works to reset individual sliders
1 Year Ago
Compiled toolscenes
1 Year Ago
Add temp preview dock for maps so bakscratch can test it out
1 Year Ago
Disc Light prototype
1 Year Ago
Fix css filters not accounting for margins
1 Year Ago
added light rect editor icon https://files.facepunch.com/louie/1b1611b1/sbox-dev_txMYDqSXVV.png
1 Year Ago
Fix bounds of baked lights and don't cast rasterized shadows if light is an area light
1 Year Ago
light_capsule editor model
1 Year Ago
Enabled simple markdown for asset descriptions (no images/links for now)
1 Year Ago
Expose the other options to CreateWorldInfo_t so I can experiment with them
1 Year Ago
Only free transient scene worlds of the game host type
1 Year Ago
Apply scaling to text stroke width & line height
1 Year Ago
Indexed baked light support for area lights
1 Year Ago
Add Typelibrary.GetMethodsWithAttribute Add ThumbnailRenderAttribute Add IResourceCompilerContext.def Add Asset.OverrideThumbnail( pixmap ) Prefabs have thumbnails! https://files.facepunch.com/garry/b3633834-6291-42da-80d3-d51924e0a2fe.png Move ThumbnailRendererAttribute
1 Year Ago
Create scene object for light_omni
1 Year Ago
Strip keyboard modifiers for buttons that are actual keyboard modifiers - fixes Ctrl, Alt, Shift actions not functioning. Might be better to handle this in native inputsystem instead.
1 Year Ago
Create const buffer for light probes to make them work
1 Year Ago
If we have pointer events in MenuDll, don't pass down mouse click events to ClientDll
1 Year Ago
Text alignment and color for point_worldtext
1 Year Ago
Add CapsuleLightEntity, pass extra light parameters properly Do custom NdotL computation for capsule lights Volumetric light for vrad Cleanup
1 Year Ago
Add SceneLightProbeVolume
1 Year Ago
Add MouseCode, support being able to pick a mouse button for an input action - support keyboard modifiers with them (shift + right click, stuff like that)
1 Year Ago
For now, only pump input action events when we don't need keyboard input for UI - in the future we'll ideally have an action set for the UI layer for games. This fixes input actions firing when pointer-events are enabled.
1 Year Ago
Better fix for the previous commit, and stops instances of buttons getting stuck as pressed
1 Year Ago
Fixed buttons w/ keyboard modifiers activating when no keyboard modifiers are pressed
1 Year Ago
Create scene object for light_spot
1 Year Ago
Fix predicted network and predicted local swap. Only store and restore predicted child networkables if we should based on network / variables flags Restore functionality to remember ConVar values between hotloads. Don't remember values if the ConVar isn't our host type Move ConVar generators to ConVar folder. Add ConVar.Engine file to generate backing field + set underlying ConVar value for tool ConVars. Don't do any generation for engine ConVars if we aren't a tools package. Similarly, don't do any generation for other ConVar types if we _are_ a tools package. Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Move stereo rendering to GameDebug menu Add Visualize Scene Objects to GameDebug menu
1 Year Ago
Force mips to be generated for Graphics.DrawText
1 Year Ago
Added a bunch of debug view options https://files.facepunch.com/garry/6a9d8907-6204-4a78-8856-49eab947739f.png
1 Year Ago
Create scene object for point_worldtext, not really needed but a good opportunity to see how we can remake this entity
1 Year Ago
Editor: Fix layout getting screwed up when adding/removing actions (cheers @cr4yz)
1 Year Ago
Expose Left Shift, Alt, Ctrl codes as usable by games
1 Year Ago
Don't try to generate manifest entries when gamepad code hasn't been set Improve action editor flow - allow user to set name of input action before creating it https://files.facepunch.com/devultj/1b1411b1/sbox_PAW03WHtVM.png
1 Year Ago
Rough project-defined input actions proof of concept https://files.facepunch.com/devultj/1b2111b1/sbox_OnFnajwsBR.png Moved InputAction stuff out of Sandbox.Engine, remove gamepad related stuff for now Store input actions as they happen, add `Input.Down( string action )` Rip out some splitscreen code that was swallowing button released events from ClientDll Store input actions in uint64_t, bundle in user command, now they can be read in Simulate context Fixed LastActions getting lost because CUserCmd wasn't grabbing it Added Input.Pressed and Input.Released for custom actions Make ButtonCode internal again Revert ButtonCode access modifier change for now Experiment: Generate our own SteamInput action manifest at runtime w/ user defined actions included Load input manifest when we grab input actions Loop through available actions on Input.Process, check action state and set accordingly Fixed issue where controller actions were stomping keyboard actions - now we store previous controller actions, clear pressed actions, then check via SteamInput Codegen gamepad manifest which allows InputActions to be processed by SteamInput. Support activators (full press, double press for now). Have to figure out eliminating default binds. https://files.facepunch.com/devultj/1b0211b1/Code_V3N9DYtXZH.png Add gamepad specific properties to InputActionPage https://files.facepunch.com/devultj/1b0211b1/sbox_SV5HighWBa.png Refactor to use Action Set Layers https://files.facepunch.com/devultj/1b0211b1/steamwebhelper_tmcW41uhRr.png SteamInput: Generate group source bindings in gamepad manifest, which now links the groups properly and lets us set our action bindings. Make GroupEntry constructor internal. Get glyphs working with Input Actions, added Input.GetButtonOrigin( string action ), Input.GetGlyph( string action, ... ) https://files.facepunch.com/devultj/1b0511b1/og0aKbvpTS.png Add support for displaying keyboard binding for input actions w/ GetButtonOrigin https://files.facepunch.com/devultj/1b0511b1/sbox_aFn6pH6wV3.png Restrict some keys from being used as input actions (windows keys, function keys, caps lock, etc), added readable titles for editor Code cleanup, made a bunch of stuff internal Don't try to pass NativeEngine.ButtonCode to Sandbox.Input.OnButton. Gets rid of needless casting further down the line If we don't have any keyboard modifiers set, let people press them and still recognize that input - ex: when sprinting and hitting an input action, we'd reject it. Made OnButton internal while we're at it Default to FullPress activator if we didn't specify a default activator Minor Editor changes, remove notion of "custom" Moved generated manifests to .source2 Remove Gamepad.Activator as it doesn't serve much purpose right now Add StringQuery Restyled Inputs page https://files.facepunch.com/devultj/1b0711b1/sbox_LLtHZF0hOR.png Documentation pass on all new input action classes If input actions use the same keyboard code, process all of them instead of just the first action we find. Regenerate SteamInput manifest when we update input actions via Project Settings, so you don't have to restart the game
1 Year Ago
Delete scene entities when scene map gets deleted
1 Year Ago
Cascade distance and resolution for sun light
1 Year Ago
Minor documentation pass Handle JSON parse errors when reading .meta files by displaying a warning The warning displays which file exactly failed to parse Disallow adding duplicate tags with TagEdit Also adjusted its styles to not have extra margin on its left with no tags added compared to a default text entry
1 Year Ago
Create scene entities using library and alias
1 Year Ago
Added SceneObject.ClearMaterialOverride & Vector3.RotateAround
1 Year Ago
Prefab adds component after deserializing so variables are set before Activate is called Prefab Component - default values Name the new component after its type Add ModelPhysicsComponent
1 Year Ago
Put it where it belongs