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17,236 Commits over 1,338 Days - 0.54cph!

1 Year Ago
Add keyboard modifiers to GraphicsMouseEvent + Documentation ShaderGraph: First iteration of reroute nodes https://files.facepunch.com/layla/1b0811b1/sbox_P0rciQn0oh.mp4
1 Year Ago
Don't detect expander press on treeview item press if the item has no children, this was stopping items from being clicked sometimes (very annoying) ShaderGraph: Create node preview when drag dropping from node palette https://files.facepunch.com/layla/1b0811b1/sbox_UdPTk18ydz.mp4
1 Year Ago
Initial work for line drawing
1 Year Ago
Add letter-spacing transition
1 Year Ago
Add support for line-height css property Supports px and % values https://files.facepunch.com/crayz/1b0711b1/sbox-dev_JqHcXREoIW.mp4
1 Year Ago
More common widgets documentation
1 Year Ago
Documentation pass for asset tags and widget events Clean up asset browser context menu code a bit
1 Year Ago
Encode tintmask on unused channel of normal map so we don't need a combo to store translucency in Material API
1 Year Ago
Tag all Hammer entity icons with internal tag Do not reset Asset Picker icon size for when opened from native (Will still force list/grid as dictated by native)
1 Year Ago
Check compile result is valid before trying to update output handle configs Add some more known input types
1 Year Ago
Don't make screen position node a constant
1 Year Ago
ShaderGraph: Update output handle configs when evaluating nodes so that we never have connections with an unknown color type https://files.facepunch.com/layla/1b0711b1/sbox_VkB7yk9nFf.mp4
1 Year Ago
Add Camera.Size Add SceneCamera.GetRay Fix main camera size not being set properly Pass drag and drop through to server
1 Year Ago
Add StringQuery Restyled Inputs page https://files.facepunch.com/devultj/1b0711b1/sbox_LLtHZF0hOR.png
1 Year Ago
In tools, when the mouse leaves the game view make it a passive child, so dropping files on it will pass down to Qt and let us do stuff. Restore it back to normal when hovered or console key is pressed. Add BlockingLoopPumper Qt Drag and drop is no longer blocking by default - Added Drag.ExecuteBlocking
1 Year Ago
Fire exit - fix 860
1 Year Ago
ticket machine fix for -862
1 Year Ago
Recompiled cardboard box material Recompiled metal wheely bin material
1 Year Ago
saw blade collision fix
1 Year Ago
fix for 861 Merge branch 'master' of sbox
1 Year Ago
Managed Asset Tags (#843)
1 Year Ago
Align asset tag icon text to center & clean up
1 Year Ago
Fix scenesystem generating an incorrect volumetric fog preview when there's no fog volumes in the map
1 Year Ago
Minor Editor changes, remove notion of "custom" Moved generated manifests to .source2 Remove Gamepad.Activator as it doesn't serve much purpose right now
1 Year Ago
Simplify how baked fog is declared internally and make it much less confusing for end users Disable baked fog on hammer
1 Year Ago
When pressing the console key in editor, only focus the console if it's already visible Remove unused Merge branch 'master' of sbox
1 Year Ago
Change menu checked style border color back Move Asset.AssetTags to its own file
1 Year Ago
Simplify tagpicker Make checked tags more obvious in the menu
1 Year Ago
Add Menu.RemoveOptions and Menu.RemoveMenus (sometimes you want to clear everything but widgets) ShaderGraph: Make the node filter on context menu actually work https://files.facepunch.com/layla/1b0711b1/sbox_Pwav4kprlr.mp4
1 Year Ago
Fix static output result funcs not being evaluated when evaluating all nodes, causing not all previews to be working
1 Year Ago
Remove built in default tags Cleaner tag autogenerated icons Simplify tag menu code Fix tags being case sensitive Fix crash when adding double space to tags Include all tags in one column, no need to complicate this
1 Year Ago
ShaderGraph: Ctrl+Spin will rotate the model with the camera, giving the effect of the lights being rotated, similar to what we have in modeldoc https://files.facepunch.com/layla/1b0711b1/sbox_BF0qMUeERK.mp4
1 Year Ago
Add emoji/linebreak test to text overflow test page
1 Year Ago
Fixes a bug with incorrect forced linebreak positions on fontruns with no linebreaks Use break-all for server and lobby list titles for visual consistency
1 Year Ago
Use Vulkan 1.1 if avaliable to resolve VK_ERROR_INCOMPATIBLE_DRIVER, use Vulkan 1.2 when raytracing is avaliable Fix invalid command buffer in CRenderContextVulkan::ApplyDelayedChanges() [temp] don't mount any asset.party shaders vr_lighting.fxc: need explicit sampler lod as used from vs better logging & timeout for when the swapchain hangs, which it shouldn't be, but lets you know wtf is going on
1 Year Ago
Fix bounds on generated sphere
1 Year Ago
Fix uvs on generated sphere
1 Year Ago
ShaderGraph: Fix mistake in texture name cleaning
1 Year Ago
ShaderGraph: Generate tessellated sphere for preview so shaders don't look bumpy and shit https://files.facepunch.com/layla/1b0611b1/sbox_NEn0OBFX0f.png
1 Year Ago
Fix GraphicsMouseEvent not telling us which button was released
1 Year Ago
ShaderGraph: Middle mouse button to pan preview camera
1 Year Ago
TagPicker popout changes Add a scrollbar for when we have too many elements. Add more visual separation between category columns Rearrange Asset Browser type/tag groups so that types are only on the left Ability to add any random tag to an asset via Tags context menu https://files.facepunch.com/rubat/1b0611b1/sbox-dev_LxJY9AuyG1.mp4
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
1 Year Ago
Iterate on AMD DNSR implementation
1 Year Ago
Default to FullPress activator if we didn't specify a default activator
1 Year Ago
Fix another shader compile error in combine node when something other than a float is plugged into it
1 Year Ago
ShaderGraph: Color input plugs based on connected type, this is useful for when and input has an unknown type, like multiply https://files.facepunch.com/layla/1b0611b1/sbox_FgSqc4RxjO.mp4
1 Year Ago
Citizen/clothing: updated Posh Dress to latest skinning
1 Year Ago
Citizen: skinning hotfix
1 Year Ago
Take better care in cleaning name for named constants