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

1 Year Ago
Close context menu on line edit submit Get rid of legacy code paths in DefaultUpgrader
1 Year Ago
When adding a collider, update the rigidbody's gameobject transform immediately to avoid offsets Formalize how Rigidbody attaches colliders, add tests Deserialize GameObjects as disabled, and enable when all children and components are created Tweak editor painting to avoid crash Lauinching
1 Year Ago
1 Year Ago
Network Authority / Permissions (#1457) * Can a connection create objects? * Send network destroy even if DestroyImmediate is called * Ownership authority flags * Let GameObject have [Sync] too (test) * Reorder enum, add [Expose] * Change up logic for can create objects - only check if we have a source * Default CanCreateObjects to true for now (this is current behavior) * Initial implementatior for ownership authority * Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars * Initial implementation of Rpc authority * Remove a test log * CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed * Make it CanSpawnObjects * CanSpawnObjects settable only by the host * Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor * Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo * Default CanSpawnObjects to true for now * When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host * Remove this for now, sus is later * CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all? * NetworkAccessor.SetOwnerTransfer method * Documentation fixes * Rename Rpc.HasAuthority to Rpc.HasPermission for consistency * Owner can always drop ownership * Allow owner transfer changing from current owner
1 Year Ago
Set saved gizmo settings way earlier, protect against stomping the settings instance Fixes sbox-issues/issues/4888
1 Year Ago
Allow owner transfer changing from current owner
1 Year Ago
Add support for CSS `font-smooth` https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png
1 Year Ago
Owner can always drop ownership
1 Year Ago
Fix MultiSerializedObject propagating OnPropertyChanged Facepunch/sbox-issues#4885 Call GameResource.PostReload() after saving to disk Clears cached scene in PrefabFile Facepunch/sbox-issues#4885
1 Year Ago
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
1 Year Ago
Documentation fixes
1 Year Ago
NetworkAccessor.SetOwnerTransfer method
1 Year Ago
CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
1 Year Ago
Don't just use ClassName to serialize types in ActionGraph Fixed Facepunch/sbox-issues#4869
1 Year Ago
Text tabs quick start Working fixed with tabs Work in tab stops during line layout Tab stops are font width * 4 spaces wide No need to collapse tabs here, we do it with WhiteSpace Fix tabs not always lining up, use measured space width
1 Year Ago
Fix tabs not always lining up, use measured space width
1 Year Ago
"Reset to Default" in the editor will look for DefaultValueAttribute, then get proper instance default intead of just bailing
1 Year Ago
No need to collapse tabs here, we do it with WhiteSpace
1 Year Ago
GatherVisibleLightsGPU Move depth prepass to be the first pass of everything, we'll use it on lightbinner for light culling from now on Do lightbinning for light culling on render thread when a layer first wants to request lights, guarantees we have a depth pyramid by then If we are on a render thread just do a simple flush for ForceFlushGPU(), we just want the GPU to finish it's work, not clean up things Run lightbinner calculation in render thread & actually on lightbinner layer Light culling tests with depth & light radius on compute shader Flush rather than ForceGPUFlush on CReadGPUBuffer::WaitUntilRead() Finish light visibility test shader, rewrite to be cleaner, temp pass PerViewConstantBuffer_t for g_vDepthPsToVsConversion on layer
1 Year Ago
Tab stops are font width * 4 spaces wide
1 Year Ago
Work in tab stops during line layout
1 Year Ago
Hash view ID to FindOrCreateFrameBufferScratchTexture as well to solve collision when we have multiple views with same resolution, eg with splitscreen Fix dynamic reflections and AO in viewported views Add compiled shaders for viewport shading fixes Texture barriers for SSR in multiple viewports
1 Year Ago
Remove this for now, sus is later
1 Year Ago
When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host
1 Year Ago
Default CanSpawnObjects to true for now
1 Year Ago
Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo
1 Year Ago
Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor
1 Year Ago
Close context menu on line edit submit Put all generated component types in one assembly
1 Year Ago
Fix component weirdness when cloning disabled objects
1 Year Ago
Add isolated CallbackBatch, use it when cloning. Fixes instances when cloning in OnEnabled etc would cause weirdness
1 Year Ago
Implement calc for CSS, make it so that dynamic units (vw/vh/expressions/etc.) all update correctly https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_ADiqfZ9hI2.png For sbox/issues/421, sbox-issues/issues/4753, sbox-issues/issues/723
1 Year Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed Make it CanSpawnObjects CanSpawnObjects settable only by the host
1 Year Ago
Launcher: creating a new project uses Ident as the folder name instead of Title
1 Year Ago
In-editor property creation: use const value as default
1 Year Ago
Add some standard map entity definitions that we have loaders for: prop_physics, prop_animated, env_sky, env_gradient_fog, snd_event_*,
1 Year Ago
Component editor
1 Year Ago
I hate this double launch solution Rename launcher project Lock project row button when launching
1 Year Ago
Mixer scales itself based on its own volume, so it is reflected in metering
1 Year Ago
Context menu text entry cleanup, can edit graph inputs / outputs again
1 Year Ago
Protect against 0 width/height video modes and assert CHostedWidget::SizeToParent() don't change the video mode if height() is 0
1 Year Ago
Some PredictBestType fixes for operators Fixed legacy Get Game Object node appearing in node list again Some local instance node grouping cleanup https://files.facepunch.com/ziks/2024-02-19/O0b83KRmbo.png
1 Year Ago
Early error when trying to open an invalid project
1 Year Ago
Forgot to force add this dll
1 Year Ago
Launcher only launches a single instance of each project
1 Year Ago
Tweak mixer control https://files.facepunch.com/garry/30a69c23-fadf-426c-bb78-a4152a2b861d.mp4
1 Year Ago
Lock the mixing thread when hotloading We can review this later, since I suspect if we make the active voice list ignore hotload, everything will be fine anyway.. and it would be nice to have sounds keep playing.
1 Year Ago
Add MixerDock
1 Year Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed Make it CanSpawnObjects CanSpawnObjects settable only by the host
1 Year Ago
add Mixer class
1 Year Ago
AudioSampler can sample multi-channel