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17,197 Commits over 1,308 Days - 0.55cph!

1 Year Ago
Fix project reference for tools addons on toolbase -> tools Make the project folders match with titlecase
1 Year Ago
A bit more Addon -> Project
1 Year Ago
Fix tool addons not working from referencing wrong toolbase
1 Year Ago
Simplify error list, make it work again Remove console spam on compile error Remove debug api logging Remove CascadingParameters logging
1 Year Ago
Add FixupShaderName to handle legacy materials that don't have the shader name that's up to date Load shaders from absolute path Move UI shaders to shaders/ui/ folder rather than root
1 Year Ago
New Outfit Piece! - Fedora.. https://files.facepunch.com/daniel/1b2611b1/sbox-dev_a3Ipo4jVY4.png Fedoras... are awesome. LODs coming asap.
1 Year Ago
Suppress initial build notifications Wait for the game compile to finish before opening editor
1 Year Ago
Bind.PropertyProxy supports static properties Add PropertySheet.AddStaticProperty Add Utility.PlayRawSound( string file ) Add notification preferences https://files.facepunch.com/garry/e634e5c8-6be6-449e-a3ad-c73e86f08d34.png Compile notifications are grouped by compile group, swallow old notification, don't show warnings BaseFileSystem.GetFullPath quick return if it contains ":"
1 Year Ago
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity. Merge branch 'master' into custom-client-input
1 Year Ago
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity.
1 Year Ago
Remove old tracing code
1 Year Ago
Try to get scene object from trace
1 Year Ago
Remove unused tool scene widget def Bind ray trace environment and add a simple API for it Remove slow tracing function, no longer needed
1 Year Ago
Palette value updated on clicking a swatch, bind it to the color picker Open color picker as a window
1 Year Ago
Fix content blocks getting wrong sibling index
1 Year Ago
Actually destroy and recreate the rootblock when clearing a RenderTreeBuilder - that way we know we've definitely got a clean start Refactor RenderTreeBuilder, clean up api (because we won't be able to once we ship)
1 Year Ago
Add Application.CursorPosition setter for mouse capturing Bind QTimer so we can use it to unblock drag and drop operations (ideally we'd fix this properly in a Qt fork) Add temp trace function to trace scene objects until we use ray tracing environments Initial scene editor
1 Year Ago
New Outfit Piece! - Nerdy Glasses Some nerdy glasses, LODs coming ASAP. Small adjustment to Nerdy Glasses asset Preload post processing pass materials, should fix nvidia crash when using post processing Allow sending compiled shaders to clients Fixed custom game resources sometimes resetting to default values This would happen if you open an asset that references other assets. Keep better separation of game resources between realms This affects editor/menu assets. Basically custom assets in tools are now stored under "Menu" container, not "None". This fixes menu compiled types trying to be used on the server/client, which would throw errors. Fixed editing assets while in-game resetting child assets to defaults Fixed editing custom game resources while the gamemode they are from is running causing any referenced assets (such as List<MyCustomChildGameResource>) to reset to default values on client and server. Merge branch 'master' into custom-client-input
1 Year Ago
New Outfit Piece! - Nerdy Glasses Some nerdy glasses, LODs coming ASAP. Small adjustment to Nerdy Glasses asset Preload post processing pass materials, should fix nvidia crash when using post processing Allow sending compiled shaders to clients Fixed custom game resources sometimes resetting to default values This would happen if you open an asset that references other assets. Keep better separation of game resources between realms This affects editor/menu assets. Basically custom assets in tools are now stored under "Menu" container, not "None". This fixes menu compiled types trying to be used on the server/client, which would throw errors. Fixed editing assets while in-game resetting child assets to defaults Fixed editing custom game resources while the gamemode they are from is running causing any referenced assets (such as List<MyCustomChildGameResource>) to reset to default values on client and server. Merge branch 'master' into tier2addons
1 Year Ago
Fix up leaderboards enough to be getting on with
1 Year Ago
Fixed custom game resources sometimes resetting to default values This would happen if you open an asset that references other assets. Keep better separation of game resources between realms This affects editor/menu assets. Basically custom assets in tools are now stored under "Menu" container, not "None". This fixes menu compiled types trying to be used on the server/client, which would throw errors. Fixed editing assets while in-game resetting child assets to defaults Fixed editing custom game resources while the gamemode they are from is running causing any referenced assets (such as List<MyCustomChildGameResource>) to reset to default values on client and server.
1 Year Ago
Removing Package GetHashCode, Equals overrides - they mess with testing the difference between partial and full package info Game screenshots Cleanup popup
1 Year Ago
Allow sending compiled shaders to clients
1 Year Ago
Generate unique filenames for razor source Navigator handles partial urls with params Restored server list functionality
1 Year Ago
Remove save option from project manager Fixed old template binds not working
1 Year Ago
Rename Extensions to Addons in lobby Make GetPanelAt simpler, handle pointer-events properly Lobby map cleanup Add ResourcePaths back (we'll do a better job of explaining what this is soon)
1 Year Ago
Preload post processing pass materials, should fix nvidia crash when using post processing
1 Year Ago
Small adjustment to Nerdy Glasses asset
1 Year Ago
New Outfit Piece! - Nerdy Glasses Some nerdy glasses, LODs coming ASAP.
1 Year Ago
Pass Swatch object instead of color to listview Clicking the plus button adds a swatch with picker's value to palette Style & layout tweaks, maintain a nice size for the sv slider
1 Year Ago
Started converting game screen into razor, breaking into components
1 Year Ago
ResourceProperty better handles invalid asset types Citizen/clothing: updated buttoned shirt LOD3 Citizen/clothing: updated tank top (fixed skinning, seams, clipping; new LODs) New Outfit Piece! - Hivis Jacket https://files.facepunch.com/daniel/1b2011b1/POLICE_01.png Hivis Jacket to help complete the Police outfit! Skinning adjustments coming soon. Color picker sliders take focus, fixes hex input not getting blurred or updating its value Documentation pass ResourceProperty can support multiple asset types Rubber Gloves Finally here, after 265 days of waiting... LODs coming soon. https://files.facepunch.com/daniel/1b2011b1/Photoshop_qlRaOGmpXZ.jpg rubber gloves thumbnail Merge branch 'master' of sbox Citizen/clothing: LOD3 updates Merge branch 'master' of sbox Update asset list property editor drag'n'drop Now supports List<YourCustomGameResource>, not just List<string> with ResourceTypeAttribute Allows panel transforms to transition between different unit types Make CanEditAttribute uninheritable Fixes IntSliderProperty being applied to float properties Hair LODs Resource selector supports multiple assets when base type is an asset Add `hammer.mapview.contextmenu ( Menu, MapView )` event for tool addons to add options to the map view's context menu Add Qt Menu.Icon Create point entities from map view context menu, most useful is going to be recent entities https://files.facepunch.com/matt/1b2111b1/sbox_bEtaFtYvtm.png Fixed "GameResourceA cannot be cast to GameResourceA" exception sbox-issues/issues/2416 Citizen: fixed very small gaps that could show up in the torso-to-neck region in specific circumstances in LOD levels 0&1 Fix simple shaders render backfaces not working Closes sbox-issues/issues/68 Compile optimized version of ui_text Skip replicating global usings in codegen, they were causing compilation errors because they need to precede non-globals.. but they're globals so we can just not replicate them instead. Color picker sliders signal a value changed sbox-issues/issues/2426 glass tweak on street light and lamp post Always record voice when in VR - we'll probably want an option for this in the future Remove useless water includes, normalize spacing, move Barycentric3Interpolate to domain.hlsl Fixup constant buffers not passing data properly, Allow them to initialize as arrays of a struct & allow lists to be passed too Update water ripple compute to have up to 10 concurrent splashes rather than 1 with constant buffers https://files.facepunch.com/ognik/1b2411b1/sbox-dev_eap3MF7hAy.mp4 Merge branch 'master' into custom-client-input Add Tony's change for always record voice in VR
1 Year Ago
Extension to Addon
1 Year Ago
Rename addon manager to project manager Rename Addon menu to Project Rename Utility.Addons to Utility.Projects Rename LocalAddon to LocalProject Rename AddonConfig to ProjectConfig Rename Addon types to Content Misc Addon to Project
1 Year Ago
Skip replicating global usings in codegen, they were causing compilation errors because they need to precede non-globals.. but they're globals so we can just not replicate them instead. Color picker sliders signal a value changed sbox-issues/issues/2426 glass tweak on street light and lamp post Always record voice when in VR - we'll probably want an option for this in the future Remove useless water includes, normalize spacing, move Barycentric3Interpolate to domain.hlsl Fixup constant buffers not passing data properly, Allow them to initialize as arrays of a struct & allow lists to be passed too Update water ripple compute to have up to 10 concurrent splashes rather than 1 with constant buffers https://files.facepunch.com/ognik/1b2411b1/sbox-dev_eap3MF7hAy.mp4 Merge branch 'master' into tier2addons
1 Year Ago
Add minimal extension template Catch and handle empty compile references
1 Year Ago
Manually generate razor cs files for unit tests instead of trying to get it to use a source generator
1 Year Ago
Fix package assemblies not getting removed on disconnect RenderTreeBuilder AddAttribute takes an object and stringifies it Avatar page partial razor, fix padding Use Translation.TryConvert instead of Convert.ChangeType (because it can handle string to enum) LobbyChat tweak
1 Year Ago
hair material adjustments
1 Year Ago
Don't activate local extensions that don't target current gamemode
1 Year Ago
Default SortBy by populat NavigatorPanels are aware of their hierarchy, pass on partial down to children Navigators Properly navigate to lobby front page
1 Year Ago
Default to DXBC platform for unit tests and headless asset compiles vr stencil actually needs vr_ prefix
1 Year Ago
Update water ripple compute to have up to 10 concurrent splashes rather than 1 with constant buffers https://files.facepunch.com/ognik/1b2411b1/sbox-dev_eap3MF7hAy.mp4
1 Year Ago
Fixup constant buffers not passing data properly, Allow them to initialize as arrays of a struct & allow lists to be passed too
1 Year Ago
Remove useless water includes, normalize spacing, move Barycentric3Interpolate to domain.hlsl
1 Year Ago
Re-compute the projection to world to ensure it is an accurate inverse of the world to projection, fixes projection matrices being wrong when you modify it with managed
1 Year Ago
Don't try to CPU write to tiled light buffer, that's all handled by GPU, hopefully fix undefined behaviour in Intel/Snapdragon, I'll do some testing on my surface duo
1 Year Ago
Fix some pathes Remove CompileTarget from vfx, we always compile for the shader models we want to target Delete vfx_c so that we can do a clean compile on server of new ABI for vfx_c Correct null check for OpenVCSFromVfxKV3
1 Year Ago
Always record voice when in VR - we'll probably want an option for this in the future
1 Year Ago
Remove deprecated targets and remove shader fallbacks