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22,475 Commits over 1,614 Days - 0.58cph!

1 Year Ago
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
1 Year Ago
Transplant new physics interface to master, start fixing up shit again Remove unused from iphysicsshape Remove unused from iphysicsjoint Remove unused from iphysicsbody
1 Year Ago
Support for comment nodes in Action graphs Skip HideInEditor properties in ControlSheets
1 Year Ago
Some more nodes
1 Year Ago
Native Resource Cache Use a sliding window cache alongside weak references for our native resources in C#. There were cases where we were reloading resources every frame because the garbage collector was too good at it's job, so we'll let per frame loads hang around a bit longer. Resolves #1306
1 Year Ago
Add PhysicsWorld.Step( delta, substeps )
1 Year Ago
Clear cache at opportune moments Use NativeResourceCache for other native resources Destroy strong handles on main thread Get rid of debug
1 Year Ago
Give this a go
1 Year Ago
Fix strong handle leak in Texture.FromNative
1 Year Ago
SelectionSystem has events Rename TreeNode.HasChild to TreeNode.HasDescendant Open and scroll to selected item in treeview
1 Year Ago
Updated trace code from Jay
1 Year Ago
Rescale body when setting transform with different scale
1 Year Ago
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
1 Year Ago
1 Year Ago
Test mount/unmount VPK methods Remove file extension when passing to Mount/UnmountVPK Use ChangeExtension instead as apparently this preserves the path... Fix IsVPKMounted check not working
1 Year Ago
Simple debug drawing for sphere and capsule, they were drawing too much geometry
1 Year Ago
SweepBody, SweepBodyMultiple
1 Year Ago
Shape sweeping
1 Year Ago
Activate non solid contacts regardless of if neither is dynamic (triggers)
1 Year Ago
Pulley debug drawing
1 Year Ago
Port over pulley joint
1 Year Ago
Add Gradient type, editor, tests https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png Don't hit gizmo hitbox if too close FloatControlWidget observes [Range] attributes, creates a slider https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png Add SceneModel.AnimationGraph New Outfit Piece! - Chef's Skull Cap https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg LODs coming ASAP Fix leaked resources when CSwapChainDx11 is resized Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png CSwapChainVulkan also flushes scratch rendertargets on resize Add PhysicsBody.AddShape() which takes a Hull and transforms it Fixed check for if this is first time assembly is enrolled Call TriggerRegisterEvent before OnHotloadSuccess This makes sure that TypeLibrary knows about the new assembly before things like EntityManager.OnHotloaded() get called. Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture Hammer uses same shadow atlas as everything else If there is no current game, generate s&box.sln (fixes sbox/issues/1302) Clean release build at 1am every day Fix bloom being enabled by default Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc) artifact game log files when running test Write s&box.sln in unit test proper See if we can convince it to compile editor addons during test KeyBindWidget: Fixed using the wrong code for middle/right mouse button Plumb in a fix for EntityPrefabEditor entity selection Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor Fill out SceneParticles Chef outfit LODs Hair-net White variation Add NavigationPath.GetPositionAlongPath Add Gizmo.Draw.SolidTriangles Remove all the Msg'ing when generating a navmesh Merge branch 'master' into map-build-fix
1 Year Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing Updated ActionJigs Some more node types Support deserializing system types if TypeLibrary is okay with them Error messages in node tool tips Added GraphView.GetRelevantNodes Node graph HandleConfig refactor Allow arbitrary nesting in node creation context menu Default handle color tweak Update Facepunch.ActionJigs Hotload: fix before / after constraints on upgrader ordering TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty Constant nodes Node interface tweaks Update() node UI after Layout() calls Update ActionJigs Try to get nodes to redraw on change Post-rebase fixes I missed Updated Facepunch.ActionJigs GraphView.CenterOnSelection Allow custom exception stack trace inspectors Update Facepunch.ActionJigs Update Facepunch.ActionJigs Null literal node Can get / set fields with nodes INode.CanClone, CanRemove Post-rebase fixes Update ActionJigs, expose some more reflection info
1 Year Ago
Start moving more over to managed - not sure we need all of this though Remove more unused
1 Year Ago
Add NavigationPath.GetPositionAlongPath Add Gizmo.Draw.SolidTriangles Remove all the Msg'ing when generating a navmesh
1 Year Ago
VR GPU flush timer More more IVr stuff over to managed No multiview instancing Don't set D_MULTIVIEW_INSTANCING for debug overlays
1 Year Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing Updated ActionJigs Some more node types Support deserializing system types if TypeLibrary is okay with them Error messages in node tool tips Added GraphView.GetRelevantNodes Node graph HandleConfig refactor Allow arbitrary nesting in node creation context menu Default handle color tweak Update Facepunch.ActionJigs Hotload: fix before / after constraints on upgrader ordering TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty Constant nodes Node interface tweaks Update() node UI after Layout() calls Update ActionJigs Try to get nodes to redraw on change Post-rebase fixes I missed Updated Facepunch.ActionJigs GraphView.CenterOnSelection Allow custom exception stack trace inspectors Update Facepunch.ActionJigs Update Facepunch.ActionJigs Null literal node Can get / set fields with nodes INode.CanClone, CanRemove Post-rebase fixes
1 Year Ago
Hair-net White variation
1 Year Ago
Chef outfit LODs
1 Year Ago
Fill out SceneParticles
1 Year Ago
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
1 Year Ago
Plumb in a fix for EntityPrefabEditor entity selection
1 Year Ago
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
1 Year Ago
See if we can convince it to compile editor addons during test
1 Year Ago
Write s&box.sln in unit test proper
1 Year Ago
artifact game log files when running test
1 Year Ago
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
1 Year Ago
HullCreateCylinder
1 Year Ago
Create BVH and copy it to RnMesh_t (for tools)
1 Year Ago
BVH resource pointers point to rubikon data Swap these bits around in bvh node because that's the order rubikon has it
1 Year Ago
Fix bloom being enabled by default
1 Year Ago
Clean release build at 1am every day
1 Year Ago
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
1 Year Ago
Use aligned vertices for RnMesh_t, convert post load if they're unaligned
1 Year Ago
Add materials back to BVH
1 Year Ago
Native Vulkan submit, remove unused
1 Year Ago
Save RnHull_t on shape so tools can grab it later
1 Year Ago
Create RnHull from library hull, just copy everything over
1 Year Ago
Revert "Don't add hulls and meshes to aggregate if they fail to build (old data)" This reverts commit 54d7102f39ce1aca8dde5f84c4cb91070f953eb2. Revert "Abstract physics hull" This reverts commit 592ef2bbb12f7cb633735b58c7ff5f594c292715. Revert "Allow BVH to have optional material indices" This reverts commit 6ba259ea8f0271d3f59e7b138a07f691cc918c6f. Revert "Move CPhysicsMesh and CPhysicsHull to their own files" This reverts commit 9c6ca449f38b72260189f2dc093aa4325b96fee6. Revert "Abstract physics mesh, phase out RnMesh_t but keep around for loading old collision data" This reverts commit 883b63ad78c97bd879a9f64e14551ff13bebca5f. Revert "Start trying to phase out RnHull and RnMesh" This reverts commit 71878031f158215d4f40a4f1dc913827824394ba. Revert "Remove bullshit from RnHull and RnMesh to see if still loads and how" This reverts commit 288df9621dd0c6cb6de3e35b958cecc4cb267102. Try pointing hull resource pointers to rubikon data, much easier if works Resource pointer needs to use intptr_t Add a hull deep clone Cherry picked SAT fixes in library
1 Year Ago
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture Hammer uses same shadow atlas as everything else