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20,900 Commits over 1,522 Days - 0.57cph!

12 Months Ago
Give test-managed a 10 min timeout
12 Months Ago
This test relied on Entity properties
12 Months Ago
Expose SceneNetworkSystem Hack: Skip rendering to pixmap if framebuffer is 0x0 Move SceneFile to Engine (from Game) Manually define RPCs Ensure Paint is only ever used in main thread Replace connect, disconnect, status commands
12 Months Ago
Delete tons more Entity & Networking code
12 Months Ago
Move GameObjects unit tests into engine, update unit test init code (actually opens the game window now, might fuck up CI)
12 Months Ago
Strip C# Entity IO Delete big chunks of entity networking, and stub a bunch of entities Delete entities that will be prefabs Delete base/Obsolete Delete Net codegen
12 Months Ago
Remove old game templates (except minimal which won't work yet either)
12 Months Ago
Get rid of newlines/tabs/returns when outputting logs to status bar
12 Months Ago
Move WorldPanel and WebPanel to engine Remove Game.SceneWorld Add GameNetworkSystem.IsActive TypeLibrary: Expose properties if get is public, disable setting if set is not public Add Game assembly to editor typelibrary Add Scene, GameObject, Component system Remove TypeForwardedTo's Remove physics step from Task Delete unused Only skip non public property set if not dynamic assembly Tick GameManager from GameMenuDll Mark GameTags as expose
12 Months Ago
Remove decal references in skin shader, thought I had that sorted :S
12 Months Ago
Support for multiple suns and fog on atmosphere_sky, code for this still sucks since this came from the first days of development
12 Months Ago
Get light culling render buffer from rendercontext rather than from layer Fix compilation of tiled_light_culling on vulkan (wtf?) Transpose matrices on d3d11
12 Months Ago
Delete old particles Delete ViewDesc.cs Delete IPostProcessEntity
12 Months Ago
Citizen/animgraph: improved Land_Standing_Movement_S
12 Months Ago
Unit test fixes
12 Months Ago
delete PrefabLibrary, Prefab, IPrefabObject, PrefabAttribute
12 Months Ago
Remove GameManager Delete MoveHelper (in scene system now, this uses the wrong trace classes) Remove Trace, TraceResult Move Time and TimeSince into Engine Delete old navmesh code Remove MapSchema, DamageInfo, LifeState, LightQuery
12 Months Ago
Remove EntityComponents + EntityPrefabEditor (fixes Sandbox.Component namespace conflict)
12 Months Ago
ResourceLibrary is a global static, ClothingContainer is in engine
12 Months Ago
delete AutomaticRenderHook Remove DepthOfField Remove ScreenEffects Remove RenderHook system
12 Months Ago
Remove all native game code, client, server, host
12 Months Ago
Delete ClientEntity
12 Months Ago
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4 Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
12 Months Ago
Izabu fix
12 Months Ago
Delete test-server from CI since it's just testing legacy game loop
12 Months Ago
Delete physicsgamesystem
12 Months Ago
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4 Bit of cleanup simd cell triangle vertices up front Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now Pin heightfield memory to the PhysicsShape so GC can't free it whilst native is using it
12 Months Ago
Delete baseplayer and prediction system to make a start on deleting game dlls
12 Months Ago
Fix warnings
12 Months Ago
[pick] Delete Decal Renderer that's used on unused skin decal stuff
12 Months Ago
Delete faceposer and postprocessingeditor
12 Months Ago
Delete materials that I broke by deleting all that shit
12 Months Ago
Merge Audio and Sound, just one global static class called Sound
12 Months Ago
Fix cascade scale for maps that arent compiled with the new light attributes Apply indirect transmissive lighting, previously would only be affectted by direct lighting Migrate light api to new lightbinner system
12 Months Ago
Add example decals Add useful particle/effect shapes Remove a bunch of decals Remove a bunch of particle materials/textures
12 Months Ago
Make `ListView.ItemAlign = Align.SpaceBetween` work better, especially when there's not enough items to fill a row Add r_depth_debug to visualize the depth buffer Fix EnumControlWidget for [Flags] enums Before: https://files.facepunch.com/ziks/1b0411b1/flags-before.mp4 After: https://files.facepunch.com/ziks/1b0411b1/flags-after.mp4 Citizen: improved 'Land_Standing' animation & removed old 'Land' animation from VMDL/files Citizen: improved 'Land_Movement_N' animation, & fixes it potentially causing weird IK leg flips in some movement animations Citizen: perform a post-motion-extraction offset on the sprint anims, to get the center-of-mass & pivot point feel better during turns, and blending in general New Outfit Piece - Fisherman Jumpsuit LODs and Skinning adjustments coming asap! Add PhysicsBody.GetLerpedTransform Add PhysicsBody.SmoothMove sceneanimatableobject sets physics bone positions on non animated models too Fix skinned mesh bounds being fucked (although this needs another look later on) Rotation.SmoothDamp is static Add SmoothMove.SmoothMove which takes a transform, does rotation too Cleanup failed experiment Remove r_depth_prepass option, we should always be doing it as part of forward+ Depth class uses the pre-resolved depth chain from the prepass instead of trying to sample an MSAA buffer, which was never working on certain MSAA levels and would've required a combo and loads of extra bullshit to do. Fix api break Up Engine API version Pass engine version how web expects it when searching for packages depthresolve uses min of all msaa samples Update izabu and add my changes Render menu Fix rendering `RootPanel`s in VR: separate out `IsWorldPanel` from `RenderedManually` Clear attributes after popping a layer when rendering UI Izabu: Fix RemoveContacts skipping the first contact, fixes old contact hanging around sometimes when joint collision is disabled TreeView shift multi select works as expected Add MultiSerializedObject Clean inspector creation Fix mistakes Widget contenthash should be ready to update straight away Multi edit support in a bunch of ControlWidgets Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375) Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374) Disable tests that load games or addons for now. Closes #1376 Disable TestGamemode unit test and game and extension templates unit tests Go through code looking for painday comments and try to sort them out (#1377) * Go through code looking for painday comments and try to sort them out * Readonly get Clear all [Obsolete] for a fresh slate (#1378) * Clear a bunch of [Obsolete] stuff * Remove obsolete template element override Disable tests testing against package.facepunch.platformer.dll and package.facepunch.sandbox.dll for now Disable test for package.facepunch.sandbox.dll Should_Pass Disable 2 more tests that will be broken right now Merge branch 'master' into codegen-struct-arg
12 Months Ago
Disable 2 more tests that will be broken right now
12 Months Ago
Disable tests testing against package.facepunch.platformer.dll and package.facepunch.sandbox.dll for now Disable test for package.facepunch.sandbox.dll Should_Pass
12 Months Ago
Clear all [Obsolete] for a fresh slate (#1378) * Clear a bunch of [Obsolete] stuff * Remove obsolete template element override
12 Months Ago
Remove obsolete template element override
12 Months Ago
Clear a bunch of [Obsolete] stuff
12 Months Ago
[ Pick ] remove specialized decal rendering path from skin
12 Months Ago
Go through code looking for painday comments and try to sort them out (#1377) * Go through code looking for painday comments and try to sort them out * Readonly get
12 Months Ago
TreeView shift multi select works as expected Add MultiSerializedObject Clean inspector creation Fix mistakes Widget contenthash should be ready to update straight away Multi edit support in a bunch of ControlWidgets Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375) Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374) Disable tests that load games or addons for now. Closes #1376 Disable TestGamemode unit test and game and extension templates unit tests Merge branch 'master' into painday-cleanup
12 Months Ago
Readonly get
12 Months Ago
Disable TestGamemode unit test and game and extension templates unit tests
12 Months Ago
Disable tests that load games or addons for now. Closes #1376
12 Months Ago
Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374)
12 Months Ago
TreeView shift multi select works as expected Add MultiSerializedObject Clean inspector creation Fix mistakes Widget contenthash should be ready to update straight away Multi edit support in a bunch of ControlWidgets Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375) Merge branch 'master' into remove-savedgames
12 Months Ago
Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375)