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20,761 Commits over 1,522 Days - 0.57cph!

30 Days Ago
Add GameObject.DebugOverlay, Component.DebugOverlay
30 Days Ago
Adding a Camera Component to a GameObject no longer throws an error when it shouldn't. Resolves Facepunch/sbox-issues#6641
30 Days Ago
Disable new cloud packages stuff while I work out why that breaks shit sometimes
30 Days Ago
Add ulong constructor to Friend class. Resolves Facepunch/sbox-issues#6644
30 Days Ago
Properly get when disconnected
30 Days Ago
Test boot back to main menu
30 Days Ago
Sprite shader has a pivot position
30 Days Ago
This bit isn't needed actually
30 Days Ago
Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake.
30 Days Ago
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png Iterate DoF Smooth fade DoF from composite shader Iterate dof, needs cleanup, almost perfect Wave intrinsics to do early out for far dof DoF2 Downsample with bias based on depth, cleanup https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4 Front blur, tweaks Final tweaks, add depth gap for adding an area where u might want more focus https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4 Depth Resolve writes to both channels correctly Final cleanups for dof2 Fill up _renderTarget on Graphics Scope so that we can fetch the immediate color/depth textures also without a copy Fetch depth and color directly for DoF so that we can do pixel perfect fetches, start making near dof not shit
31 Days Ago
Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one.
31 Days Ago
Add "new" cloud asset refs to ServerPackages table when hosting a game from editor Adding cloud assets will now work in clients without having to publish/upload your project (Facepunch/sbox-issues#6598)
31 Days Ago
Remove this log
31 Days Ago
Close these connections
31 Days Ago
Reset local connection state to Unconnected when closing network system - some debug log for other machine
31 Days Ago
Include file in delete asset dialog for single asset selection
31 Days Ago
Physics debug render uses OverlayWithDepth so it's after post process https://files.facepunch.com/layla/1b2411b1/sbox_PvU3Pt0GJf.png
31 Days Ago
Protect against processing the same physics intersection event multiple times
31 Days Ago
Apply particle rotation to object alignment mode https://files.facepunch.com/layla/1b2411b1/sbox-dev_Sgw55NzeQF.mp4
31 Days Ago
Ensure positive zero when doing ValueToString on float controls
31 Days Ago
Add BillboardAlignment.Object to ParticleSpriteRenderer to align particles to game object rotation https://files.facepunch.com/layla/1b2411b1/sbox-dev_wPXQU0YbTa.mp4
31 Days Ago
Add transform widget back to prefab object inspector
31 Days Ago
AddHookAfterTranslucent > AddHookAfterDepthPrepass
31 Days Ago
Don't remove sensor contacts when changing body type, fixes triggers entering without leaving when toggling motion type while inside a trigger
31 Days Ago
Clothing Updates
31 Days Ago
Composite AO to pipeline rather than blitting, cleanup
31 Days Ago
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders
31 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler Remove sdf.hlsl (until we meet again 🫡 )
31 Days Ago
Add Motion.hlsl for motion vectors Add generic TAA filter to Motion.hlsl
31 Days Ago
Shadergraph: Get rid of DynamicComboRule( Allow0( D_COMPRESSED_NORMALS_AND_TANGENTS ) )
31 Days Ago
Cleanup Use GameObject name explicitly in description instead of setting DMX name
31 Days Ago
WIP rework node querying
31 Days Ago
New generic file context menu (for any non-asset type - .cs, .scss, .razor, etc.) Implement OnContextMenu in FolderNode Navigate to code files using selected code editor should prefer an active / open solution Hide obj/ folder in code directories Add support for drag-dropping assets / folders / etc. Top of asset locations list shows favorites again
31 Days Ago
Revert "ModelRenderer don't default to box if Model is null" This reverts commit 507bf43671ecc159012fc46ffe726dcf1128bdd9. This works better, needs a cleanup that also removes [MakeDirty] crap
31 Days Ago
Batch map gameobjects, start disabled
31 Days Ago
Remove 2nd hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away
32 Days Ago
Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly
32 Days Ago
Add SerializedProperty IsPublic, IsField, IsProperty Only show properties in GameResource inspector that'll actually be serialised, Facepunch/sbox-issues#6656
32 Days Ago
Node menu: list all scene refs https://files.facepunch.com/ziks/2024-10-23/sbox-dev_qisG1bsjT4.mp4
32 Days Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc Normalize map path name Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it Trim world builder Implement CMapGameObject::Copy Sync native transforms to managed Scene changes (new component, prop edits, etc.) mark Hammer map as having unsaved changes (otherwise it refuses to save) Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative) Fix warning CMapGameObject's that generate model geometry are ignored by physicsbuilder ModelRenderer don't default to box if Model is null remove nav markup volumes from fgd TieToGameObject takes TieToEntity keybind (Ctrl+T), remove button for entity as there's no entities to tie them to anymore, if you really need it the command is still accessible through F1 bakky icon
32 Days Ago
Fix undoing dragging connection handles Fix updating connection positions
32 Days Ago
Correctly scope to current scene when pressing [Button] Fix gizmos being unavailable during editor tick Add "Set to None" option to InputActionControlWidget https://files.facepunch.com/tony/1b2211b1/0WMKcWO3Z1.png Scene.Title, Scene.Description are obsolete Fix JsonObject.GetPropertyValue not always returning defaultvalue Add SceneInformation component, replaces Scene.Title, Scene.Description - can create your own meta providers, works in prefabs Add SceneFile.GetMetadata( name ) Add PrefabFile.GetMetadata( name ) Add ability to close tool window tabs, scoped to scene/prefab tabs only - resolves Facepunch/sbox-issues#6653 https://files.facepunch.com/tony/1b2211b1/sbox-dev_3TNYa6UlBY.mp4 Add IsDeleted checks to loading startup scenes. Facepunch/sbox-issues#6594 Focus last selected SceneViewport when leaving Play Mode. Resolves Facepunch/sbox-issues#6605 AssetInspector now hotloads when changes to the asset have been made. No longer have to click into something else and click back in. https://files.facepunch.com/CarsonKompon/2024/October/22_09-47-StaleImperialeagle.mp4 Grid-aligned wires option https://files.facepunch.com/ziks/2024-10-22/sbox-dev_bUe9p89nrF.mp4 SceneViewportWidget now refocuses last non-game viewport instead of last selected. Resolves play mode sometimes starting on an Empty Scene MapInstance explicitly fails when trying to load scenemaps, fallback to configured map when map arg isn't valid - Fixes case where an uploaded scenemap containing a MapInstance (mis?)configured to pull from launch args, would try to load itself and fall apart, Facepunch/sbox-issues#6620 Scroll the transform with all the other components Change inspector theme Fix exec command not working with spaces in dir for these csproj files Add ComponentFlags.NotCloned to opt out of component serialize when cloning in editor Rework component serialize bail logic Fixed not being able to remove cookies, because it kept loading them before saving. I don't know why this code existed Merge branch 'master' into asset-browser-2
32 Days Ago
Fixed not being able to remove cookies, because it kept loading them before saving. I don't know why this code existed
32 Days Ago
Some tidy up here
32 Days Ago
Clearer docs here, only log warning if networking debug is enabled here
32 Days Ago
Don't forget to add arg to header
32 Days Ago
Add NetTransmission flag support when using SendMessage via Steam Sockets
32 Days Ago
Remove unusued code
32 Days Ago
Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. Remove this log
32 Days Ago
Test logs