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22,417 Commits over 1,614 Days - 0.58cph!

35 Days Ago
Server Console Status Bar (#1770)
35 Days Ago
Now I remember why I didn't add this > before
35 Days Ago
Added GraphCompiler.RegisterFunction, allows you to create your own custom ShaderGraph nodes without modifying the base addon. Resolves Facepunch/sbox-issues#4141 Resolves Facepunch/sbox-issues#4389
35 Days Ago
Add warning if we got a reconnect message not from the host Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead Dragging a prefab into an action graph creates a scene.ref node Fix scene.ref thumbnail for prefab references More informative / nicer display info for scene ref nodes https://files.facepunch.com/ziks/2025-01-14/QYoZj9M8T7.png Add analytic to SceneNetworkSystem.GetSnapshot Add Application.IsDedicatedServer Dedicated server performance analytics Launch sbdb with datacore Merge branch 'master' into console_stats_overlay
35 Days Ago
Launch sbdb with datacore
35 Days Ago
Add analytic to SceneNetworkSystem.GetSnapshot Add Application.IsDedicatedServer Dedicated server performance analytics
35 Days Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
35 Days Ago
Removed unused/cleanup Don't need this WriteMessage method now that it's only used one time
35 Days Ago
Dragging a prefab into an action graph creates a scene.ref node Fix scene.ref thumbnail for prefab references More informative / nicer display info for scene ref nodes https://files.facepunch.com/ziks/2025-01-14/QYoZj9M8T7.png
35 Days Ago
Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead
35 Days Ago
Remove old dedicated textconsole Use Rust console style, with 3 lines printed under instead of trying to maintain a footer (messes less with outputs)
35 Days Ago
Remove some unused imports
35 Days Ago
Start moving away from snapshots and edit log by adding action based undos/redos For cuts we have to use snapshots Remove attempt at reference collector Format Aggregate actions now complete on mouse release
35 Days Ago
Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag
35 Days Ago
Add warning if we got a reconnect message not from the host
35 Days Ago
Dedicated server console shows a header with some useful performance stats on it https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png) We don't really need this Cleanup, move as much as we can to Sbox-Server project Remove Application.IsDedicatedServer (doesn't need to be on this branch)
35 Days Ago
Update Facepunch.ActionGraphs to 1.9.15 * Fix exposed property deserialization regression Add some conditional [JsonIgnore]s to GameObjectReference
36 Days Ago
Implemented the "Filter Properties..." TextEdit in ShaderGraph Added ShaderGraph.Domain. Can now create Post-Process Shaders in ShaderGraph. Resolves Facepunch/sbox-issues#5866 https://files.facepunch.com/CarsonKompon/2025/January/13_17-38-PossibleAfricanrockpython.mp4
36 Days Ago
Added ShaderGraph.ShadingModel. Can now create Unlit Shaders via ShaderGraph. Resolves Facepunch/sbox-issues#6006 https://files.facepunch.com/CarsonKompon/2025/January/13_14-55-ShamefulPacificparrotlet.mp4 Added Icons to the BlendMode and ShadingModel enums Add ConditionalVisibilityAttribute support to ShaderNodes in ShaderGraph. All plugs into the Result node are greyed out except for Albedo and Opacity when using Unlit Shading Model Add [Group]s to the ShaderGraph nodes with InlineEditor so they can be collapsed and feel less cluttered. Automatically size TextureSampler nodes so that Inputs don't overlap with the preview image Added Texture Preview to Texture Cube node Use [ImageAssetPath] instead of [ResourceType("jpg")] in Texture Sampler nodes
36 Days Ago
Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface Our shader includes are a cyclic dependent mess, I have no idea how to not make this simple thing simple
36 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView CSceneObject::GetCTransformUnaligned() Delete random Hammer shit
36 Days Ago
Fix Draw Order in ShaderGraph nodes, fixes certain nodes not showing their previews/icons https://files.facepunch.com/CarsonKompon/2025/January/13_13-01-SlipperyQuillback.png Added Icons to all Binary operations in ShaderGraph (Subtract, Divide, Mod, Multiply) instead of just Add. Resolves Facepunch/sbox-issues#6516
36 Days Ago
Can now Copy/Paste all properties from Feature tabs in Components and Resources. Resolves Facepunch/sbox-issues#7374 https://files.facepunch.com/CarsonKompon/2025/January/13_12-40-KnobbyIndianspinyloach.png
36 Days Ago
Unlocking the Inspector will instantly inspect your current selection if different
36 Days Ago
Update qt for windows drag/drop cancel crash fix More IsValid safety checks for drag/drop events
36 Days Ago
Don't use shadercache if we're force recompiling. Output total time.
36 Days Ago
Leftover log, useless include
36 Days Ago
Fix race condition with GetTemporaryFolder() where we'd end up with a .source2.source2.source2 folder Mount cloud maps from snapshot too (repeated logic from MapInstance bleh)
36 Days Ago
SendLog on a local connection should just log the message - no need to send a network message SendLog on a local connection should just log the message - no need to send a network message
36 Days Ago
Improvement + comment
36 Days Ago
Fix error with NetworkMode read in MapInstance. If network mode is Object then we want to NetworkSpawn the object here - this fixes networked objects from maps not appearing for clients
36 Days Ago
Fix NRE when dragging SoundFiles onto the "+" button in a List. Also fixed dragging for other resources. Facepunch/sbox-issues#7197
36 Days Ago
Clear changes in EditorSession Undo when making a full snapshot so we don't get a duplicate empty Undo entry
36 Days Ago
Create Undo Snapshot for Paste and Paste as Child. Resolves Facepunch/sbox-issues#7372
36 Days Ago
Tweak delay nodes to help distinguish them https://files.facepunch.com/ziks/2025-01-13/92sG91y7Pi.png
36 Days Ago
Server Commands / Admin Commands (#1772) * ConVarFlags.Server and ConVarFlags.Admin and the implementation of both. When the method has a Connection type as the first parameter, that parameter will be the source. Add Connection.SendLog( LogLevel, string ) * Safety * Add summaries
36 Days Ago
Add summaries
36 Days Ago
Filter in the query
36 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 * Clean up game object / component reference serialization Add IGameObjectDestroy scene event Started on #1773
36 Days Ago
Update Facepunch.ActionGraphs to 1.9 (#1761) * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 * Clean up game object / component reference serialization
36 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 * Clean up game object / component reference serialization
36 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
36 Days Ago
Remove Application.IsDedicatedServer (doesn't need to be on this branch)
36 Days Ago
Cleanup, move as much as we can to Sbox-Server project
36 Days Ago
Safety
36 Days Ago
ConVarFlags.Server and ConVarFlags.Admin and the implementation of both. When the method has a Connection type as the first parameter, that parameter will be the source. Add Connection.SendLog( LogLevel, string )
36 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756 * Clean up game object / component reference serialization
37 Days Ago
Don't send networked objects twice when the host switches scenes
37 Days Ago
Fixed a bug with the [Change] attribute not using the correct type in some cases - make sure we always use the type that the property belongs to
37 Days Ago
Dedicated server console shows a header with some useful performance stats on it https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png) We don't really need this