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20,903 Commits over 1,522 Days - 0.57cph!

1 Year Ago
ui: flex gap scales
1 Year Ago
Lobby data is case insensitive
1 Year Ago
Fix console exception on close Lobbies have names
1 Year Ago
Can move these object messages of the main network system now More BytePack tests
1 Year Ago
Simplify message handling Fix tcp sending out of order
1 Year Ago
Citizen/animgraph: improved sprinting animation & handling of the locomotion 'wish' layer
1 Year Ago
BytePack support TypeLibrary types Fix PropertyDescription sometimes setting twice Remove NetworkSerializer, build it into NetworkSystem Remove MemoryPack Clear Typelibrary's BytePack on assembly changed
1 Year Ago
Fix incorrect adding of prismatic joint
1 Year Ago
Enable limits on prismatic and revolute when limits are valid
1 Year Ago
Update output connections too in GraphView.UpdateConnections
1 Year Ago
BoolControlWidget support custom icons Add descriptions to tooltips on ControlSheet Don't try to load local packages when joining server Fix potentially adding null NativeMemoryBlock to pool
1 Year Ago
Material::Init initializes TextureCoords too
1 Year Ago
Update new shader template
1 Year Ago
Remove stereo multiview instancing from debug menu Add Texture.Update<T>( ReadOnlySpan<T> data ) & Texture2DBuilder.WithData<T>( ReadOnlySpan<T> data )
1 Year Ago
Stop using PixelInput for everything (#1336) * PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too * Material shading API can be used without common PixelInput Internals rewritten to remove reliance on a commonly defined PixelInput instead every function just takes what it needs. The only public methods you may have been using were changed like so: ```diff - float3 TransformNormal( const PixelInput i, float3 vNormalTs ) + float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) - float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs ) + float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) ``` Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... ) stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work with the common PixelInput include. Material::Init() added to initialize a Material with default values Geometric normals are now distinctive from normals in Material too, this is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png And a lot of tool vis modes were fixed too. * Material.AmbientOcclusion float3 -> float
1 Year Ago
Change stack trace style a bit to show file path on a separate line if we have one https://files.facepunch.com/tony/1b2211b1/parsecd_LAii24egtt.png Adjust StackTraceProperty style more, copy to clipboard by clicking any part of the header, add tooltip
1 Year Ago
Update ActionGraphs, NodeLibrary restructuring * Now one NodeLibrary per TypeLibrary instead of per ResourceLibrary * No need to have a JsonSerializerOptions per ResourceLibrary any more ActionGraphResource serialization fixes Exposing some stuff in GraphView for derived types Fix ActionGraph serialization test Got rid of some debug logging
1 Year Ago
Make VRNative Compositor/System/etc. all properties TrackedDeviceInfo has battery percentage (cherry-picked from vr-stats branch) Battery percentage just displays in `vr_info` concommand for now
1 Year Ago
Change the way we handle VRTextureWithPose - create an initial VRTexture and then (optionally) append pose data, rather than just creating a VRTextureWithPose outright Reinstate VR overlay code using new internal VR backend Move FromTransform into Matrix so we can re-use it
1 Year Ago
Change linear slop instead of convex radius
1 Year Ago
Update OpenVR SDK from 1.26.7 to 2.0.10
1 Year Ago
Fix warning Make BytePack internal, expose functionality via TypeLibrary Add a LocalChannel for local Rpc calls
1 Year Ago
Clear out any log entries that are from diagnostics on hotload (to prevent duplicate logs when hotloading often)
1 Year Ago
Raise the console when clicking status toggle buttons
1 Year Ago
Sort out padding for stack trace "copy to clipboard"
1 Year Ago
Set convex radius to what rubikon used (should we change linear slop instead?)
1 Year Ago
Don't throw if we fail to create dock widgets (error when loading editor layout that has nonexistent managed types, i.e error list, game project editor docks)
1 Year Ago
NetworkTable foundations
1 Year Ago
Console Window Improvements (#1332) * Added Status Bar console output * Moved log counts to the Status Bar * Moved stack trace to be inline with the Console * Removed Error List * Show all code editors in Preferences window, but disable editors that are not installed
1 Year Ago
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png Kill StatusBarLog after some time, based on LogEvent level Give StackTraceProperty a MinimumWidth so it pops out at a readable size Clear current stack trace entry when clearing the console On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics Progress on supporting showing 'simple' stacks for diagnostics ConsoleEntry refactor, can read simple stack of diagnostic messages now Refactor More cleanup Sort diagnostics by severity / project, so errors are output last on compile Clear status bar on compile, remove test button Delete Error List Move some code back to Engine, raise console dock when clicking status bar log Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again Add setItemEnabled to NativeEngine.QComboBox Add enabled parameter to ComboBox.AddItem Show all code editors, even if they're not installed, but disable the button Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever Experiment moving log counts to status bar Would be good if I actually clamped this value Use ToolTip instead of StatusTip in a bunch of places Don't delete StatusBarLog unless we're killing the console entirely. Re-use existing Widget where possible. Only run Update if last log was >10ms ago. Fix running EmptyAsync every time a log would come through even if it wouldn't display Replace async shit with frame event, forgot this existed Re-add icon def
1 Year Ago
Fix visual studio not opening to the file & line on first launch
1 Year Ago
PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too Material shading API can be used without common PixelInput Internals rewritten to remove reliance on a commonly defined PixelInput instead every function just takes what it needs. The only public methods you may have been using were changed like so: ```diff - float3 TransformNormal( const PixelInput i, float3 vNormalTs ) + float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) - float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs ) + float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) ``` Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... ) stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work with the common PixelInput include. Material::Init() added to initialize a Material with default values Geometric normals are now distinctive from normals in Material too, this is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png And a lot of tool vis modes were fixed too. Material.AmbientOcclusion float3 -> float ShaderGraph fixes Fix
1 Year Ago
Fix directional light farz https://files.facepunch.com/sam/1b2111b1/Jn16Ruj0ub.png
1 Year Ago
Fog lights support, remove second buffer that's meant for fog lights, remove bullshit code to support old directional light from it that was just meant to be tools-only, all light types just works now https://files.facepunch.com/sam/1b2111b1/C3pY5Q7jq9.png
1 Year Ago
Replace async shit with frame event, forgot this existed Re-add icon def
1 Year Ago
PhysicsTraceBuilder ignores ITagSet if null Tweak TcpChannel so it doesn't choke
1 Year Ago
Replace NamedPipe with Tcp, which I should have probably done in the first place and would have saved me about 6 hours of bullshitting around
1 Year Ago
Make sure maps set the world reference body
1 Year Ago
Change view "Restore to Default" to "Reset Layout"
1 Year Ago
Fix running EmptyAsync every time a log would come through even if it wouldn't display
1 Year Ago
Add GameNetworkSystem.IsHost, IsClient
1 Year Ago
Only actually add attribute members if they'd be used (target function accepts them)
1 Year Ago
Don't delete StatusBarLog unless we're killing the console entirely. Re-use existing Widget where possible. Only run Update if last log was >10ms ago.
1 Year Ago
Use ToolTip instead of StatusTip in a bunch of places
1 Year Ago
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png Kill StatusBarLog after some time, based on LogEvent level Give StackTraceProperty a MinimumWidth so it pops out at a readable size Clear current stack trace entry when clearing the console On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics Progress on supporting showing 'simple' stacks for diagnostics ConsoleEntry refactor, can read simple stack of diagnostic messages now Refactor More cleanup Sort diagnostics by severity / project, so errors are output last on compile Clear status bar on compile, remove test button Delete Error List Move some code back to Engine, raise console dock when clicking status bar log Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again Add setItemEnabled to NativeEngine.QComboBox Add enabled parameter to ComboBox.AddItem Show all code editors, even if they're not installed, but disable the button Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever Experiment moving log counts to status bar Would be good if I actually clamped this value
1 Year Ago
Add delete option to editor window layout manager
1 Year Ago
CodeGen method wrap target function can (optionally) have first parameter be the specific wrapping attribute or an array of Attribute[] which would contain all CodeGen attributes on the method being wrapped
1 Year Ago
Should fix startup errors some people are suffering
1 Year Ago
Fix flags on lightbinner gpu include, oops Refactor tiled rendering builder to be compatible with new lightbinner, make it implicit under lightbinner.hlsl
1 Year Ago
Rename lightconstants.hlsl to lightbinner.hlsl and call the data there BinnedLight/BinnedEnvMap, make baked lights only cast shadows if mixed lights are enabled on them Remove limitations to not have mixed point light shadows, it just works now https://files.facepunch.com/sam/1b1911b1/SNSMgfgkxR.png