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22,469 Commits over 1,614 Days - 0.58cph!

1 Year Ago
When materials compile new textures register them immediately - fixes cases where recompiling the vmat with a new texture would result in a missing texture
1 Year Ago
Port over shadow controller
1 Year Ago
Hash fog volumes and update clipmaps when they change
1 Year Ago
Add Decal.Place( SceneWorld, ... )
1 Year Ago
Fix trigger touch events, skip contact AFTER activating it
1 Year Ago
Adjust inertia tensor based on the ratio of custom mass to computed mass
1 Year Ago
Shape AsSphere and AsCapsule
1 Year Ago
Remove shape creation from interface, used for getting hit point and normal from sweeps, should just have a function for it on interface
1 Year Ago
Make aggregate physics library agnostic
1 Year Ago
Testing method for creating a decal in scene worlds
1 Year Ago
Add SwapChainSampleableDepth to gameinfo, we always want sampleable depth, fixes decals, light culling and reflections not working on Scene Use Complex & Dynamic Reflections to relevant dev_metal_rough/dev_nonmetal_rough materials Reenable r_tiled_rendering_depth_cull, r_tiled_rendering doesnt need to be fcvar_archive anymore
1 Year Ago
Implement some more annoying joint functions
1 Year Ago
Add SceneLight.FogLighting Force update volumetric fog clipmaps when fog volumes are dirty (e.g editor mode)
1 Year Ago
Set joint local frames
1 Year Ago
Get joint local and global frames
1 Year Ago
Touch found, touch persists and touch lost Enable contact modification if touch persists is enabled Allow contacts to be flagged as non solid so they get reported but not resolved (triggers)
1 Year Ago
Cleanup Change SceneCamera.VolumetricFog to a property Update VolumetricFog automatically, before render Remove GetMainCameraVolumetricFog (unused)
1 Year Ago
Render each eye into separate scratch targets and then blit into combined texture until I can figure out why this is broken
1 Year Ago
Allow custom exception stack trace inspectors Update Facepunch.ActionJigs
1 Year Ago
Fixed missing asset type icons
1 Year Ago
Scale WebWidget by dpi scale
1 Year Ago
Updated Facepunch.ActionJigs GraphView.CenterOnSelection
1 Year Ago
Remove now obsolete tests
1 Year Ago
TypeLibrary stores and reuses TypeDescriptions and MemberDescriptions when swapping assemblies.
1 Year Ago
Fix tests + fix issues with props that only have set; or get; No need to wrap getValue() body in {} as already have them Use SemanticModel.LookupSymbols to find and validate methods taking inheritance into account
1 Year Ago
Non dynamic bodies mass center is bounds center for now
1 Year Ago
Compute mass for hull Compute mass for sphere and capsule
1 Year Ago
Remove game mass, unused
1 Year Ago
Network SkyCameraEntit.SkyboxScale and remove unused shit
1 Year Ago
Do the same for HullCreateBox so we can get player hull starting to work
1 Year Ago
Consolidate current game project logic further, make these tests better reflect use case
1 Year Ago
HullCreate with just the vertices until we have a shared hull class or interface
1 Year Ago
Store the original triangle index on BVH before it runs through mesh builder and sorting so we can get the original triangle and triangle material
1 Year Ago
Switch from forked to stable MonoMod.RuntimeDetour Make sure we generate a sln and sync package manager when a project isn't launched straight from the .sbproj No more .addon upgrading This seems redundant and like it'll cause something unpredicted in the future Can load http:// images
1 Year Ago
If any HammerEntity fails to parse don't shit the bed for all of them
1 Year Ago
WrapPropertySet, WrapPropertyGet, WrapMethod
1 Year Ago
Update tests
1 Year Ago
Added Tiling option to hotspot Tiling regions are defined in the SubRect tool https://files.facepunch.com/louie/1b1111b1/hst.png
1 Year Ago
Run WrapSet and WrapGet if both are specified. When passing to static callback always pass propertyName or methodName as fully qualified name. Support type argument for return type and Func param Nicer error when can't find type to invoke on for passed callback name CodeGeneratorFlags/CodeGeneratorAttribute renaming
1 Year Ago
Minor glossary of differences we keep with upstream rendersystemvulkan
1 Year Ago
Remove native SetupStereoFrustums Remove unused camerarenderer stage RenderStereo uses correct view flags etc., clean up
1 Year Ago
Revert this, it cocks everything up, find a different way
1 Year Ago
Calculate mass for all bodies, not just dynamic, our API relies on it
1 Year Ago
Oops, wouldn't have worked, now it does
1 Year Ago
Traces get start solid from solver, not fraction being zero
1 Year Ago
Cast callbacks calls world ShouldHit, does some extra checking for static/dynamic
1 Year Ago
Remove references to vphysics2 Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
1 Year Ago
New rendersystem interface bits Base rendersystem updates Sync rendersystemempty w/ public Partial update rendersystemdx11 scenesystem updates rendersystemvulkan bits and bobs
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 Remove references to vphysics2 Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
1 Year Ago
New Outfit Piece! - Hair Net https://files.facepunch.com/daniel/1b1111b1/sbox-dev_0eon8tFPlK.jpg Now you can dress up as a fry cook at a fast food restaurant. LODs coming asap!