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

31 Days Ago
Fix TypeLibrary.Current not working
31 Days Ago
Materials store the shader version they were compiled against, added Source( ShaderVersion ) for shaders to query what the current material was compiled against for backwards compatability Blendable: Use hemi octahedron encoded normals same as complex for better quality, remove a redundant texture lookup per layer, remove the 5th unused blend layer because wtf https://files.facepunch.com/matt/1b1811b1/mspaint_qIv6MYpn8Y.png
31 Days Ago
Delete ResourceConverterFactory, ResourceJsonConvert safe to pick to main Add TypeLibrary.Current Add TextureGenerator boilerplate
32 Days Ago
Remove C++ side of Dynamic Reflections, this is becoming a component like SSAO & going to use DepthNormals Remove FramebufferScratchTexture, it was used to fetch a rendertarget over multiple frames easily and only meant to be used on dynamic reflections in native side, our C# RenderTarget is equivalent to it
32 Days Ago
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
32 Days Ago
Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
32 Days Ago
Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
32 Days Ago
Amend MoveMode.IsStandableSurace typo, though I can't Obsolete the old one without an error
32 Days Ago
Don't "step down" when on a dynamic physics object (let physics work) Stomp z velocity when stepping down Stomp z velocity when stepping up
32 Days Ago
Editor: Launch dedicated server option (we probably want some way to join it from editor?)
32 Days Ago
Fix NRE when attempting to save with unresolved errors Guarantee IsSubgraph is set properly from the ShaderGraph window Only Update FunctionResult.Inputs when necessary instead of when accessed. Add PlugInfo.GetInput() and serialize PlugInfo.Name as the property name instead of display name
32 Days Ago
GameObjectInspector Reacts to Start/Finish Edit Fix Component/GameObjectControl EyeDropper undo Fix BoolControlWidget Undo Blur active widget on undo/redo Rewrite undo for component tool gizmos
32 Days Ago
Rebuild content Rebuild shaders Don't reset the menu environment when you quit a game, so you're on the same page Allow TryJoinLobby to be called only once at a time Disable play button when joining a game, so we can't keep pressing it Fix disconnect message showing "Unknown Player"
32 Days Ago
Get rid of some obsolete function calls in editor tools
32 Days Ago
Start/Finish Edit Events for ControlWidgets and SerializedProperties Does not yet cover all ControlWidgets
32 Days Ago
Automatically hotload user permissions if users.json is edited while the server is running - can change or add permissions without restarting the server
32 Days Ago
User perms config Allow Json comments Add default users.json file and change structure of config Don't ignore game/config/users.json because we want to keep the default with comments Return true in Connection.HasPermission if the connection is the host. We'll check user permissions from the config file for connections to a dedicated server. Remove some test logs and make HasPermission available
33 Days Ago
LobbyConfig.HideInServerList would let you hide a lobby from appearing in any server lists in s&box but still queryable with QueryLobbies Fix IsHidden support Filter in the query HideInServerList -> Hidden
33 Days Ago
HideInServerList -> Hidden
33 Days Ago
WIP, probably scrapping this
33 Days Ago
Mark a bunch of stuff as obsolete - void AddSelectionUndo(); - void OnEditLog( string name, object source ); - void FullUndoSnapshot( string title ) - void PushUndoSelection() - void RecordChange( SerializedProperty property )
33 Days Ago
Simplify Component Property Editing undo Rewrite GameObjectInspector Undos, seems like most of them never worked in the first place? Also gets rid of all fullundosnapshots calls in editor
33 Days Ago
Fixed p2p lobby clients not being able to connect to lobbies
33 Days Ago
Rename "Inputs" -> "Outputs" on FunctionResult since that's technically more accurate Instantly update the Result node when Outputs are modified https://files.facepunch.com/CarsonKompon/2025/January/16_16-18-WarmIncatern.mp4 FunctionResult node will produce Errors preventing compilation https://files.facepunch.com/CarsonKompon/2025/January/16_16-48-VictoriousBrownbutterfly.png
33 Days Ago
Add ShaderGraph.IsSubgraph and add "Shader Sub-Graph" to the New Asset menu Shader Sub-Graphs are now saved with the `.shdrfunc` file extension despite being the same asset (just so it can be registered with a different icon and filtered against in the Asset Browser to reduce user confusion) Give .shader, .shdrgrph, and .shdrfunc assets different colours in the Asset Browser Don't include BlendMode, ShadingModel or Domain in Subgraphs Don't include "Material" ShaderNode in the Create Node/Palette menus of Subgraphs. Ensure proper extensions are used when opening the respective file types. Add PlugInfo and make BaseNode.Inputs and BaseNode.Ouputs virtual. Added FunctionResult ShaderNode, can only be created in Subgraphs and is created as the default node in newly created Subgraphs Fix Shader Graph wanting to save/load as sub-graphs Make sure [Title] attributes are still respected with PlugInfo FunctionResult can now have a variable amount of inputs of varying types defined by a Dictionary. These are to be used as the outputs of the eventual sub-graph node Use shader-specific types for FunctionResult Inputs https://files.facepunch.com/CarsonKompon/2025/January/16_16-02-HumiliatingMorayeel.png
33 Days Ago
Fix selection after go deletion undo
33 Days Ago
Simplify Change Game Object Order undo
33 Days Ago
Simplify Group undo Simplify Passte Component as New undo Simplify change component order undo
33 Days Ago
When publishing an asset with IncludeSourceFiles, seek the asset and its dependencies for input dependencies (should include animgraph animations, texture source files)
33 Days Ago
Simplify Select All and Paste undos
33 Days Ago
Remove obsolete interface funcs
33 Days Ago
Remove ExecuteGameObjectEdit and ExecuteComponentEdit Better error handling for undo scopes
33 Days Ago
Humans: improved Run_N_m
33 Days Ago
Disable PathWidget "Copy Relative Path" if the path is not within the Project's Assets folder, just like files/assets.
33 Days Ago
Fixed connecting/connect rejection messages not using correct Name/SteamId
33 Days Ago
Fix Asset Browser Forward Button enabling/disabling based on the Back Button instead of itself.
33 Days Ago
Add Context Menu to Asset Browser Path Segments. Resolves Facepunch/sbox-issues#7391 https://files.facepunch.com/CarsonKompon/2025/January/16_10-33-GreedyQuahog.png
33 Days Ago
When loading ShaderGraphs and a connected property cannot be found, check for [Alias] attributes. This will resolve issues where loading old ShaderGraphs would look for old variable names. Facepunch/sbox-issues#5822 Added [Alias] to Combine node since its output was renamed at some point
33 Days Ago
MeshTool selection ops are now undoable
33 Days Ago
VR: More stuttering-related fixes, don't alloc joint data every frame VR: Improved main menu scene VR: Only create debug callback if `-vrdebug` is specified as a launch parameter
33 Days Ago
Add Undo Scopes for Selection and Gameobjects
33 Days Ago
Test dynamic properties get cleaned up when object is destroyed
33 Days Ago
Do the same when setting var
33 Days Ago
TrimQuoted...
33 Days Ago
Fix dynamic properties referencing game objects / components
33 Days Ago
Additional cmd line fix and extra test
33 Days Ago
Tweak dynamic properties serialization Failing GameObject dynamic property serialization test
33 Days Ago
Make IGameObjectDestroy internal for now Add IGameObjectSerialize scene events (internal) Dynamic property serialization
33 Days Ago
Update test
33 Days Ago
Some backwards compat