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20,763 Commits over 1,522 Days - 0.57cph!

35 Days Ago
Factor in surface velocity when solving linear friction constraint Add PhysicsShape.SurfaceVelocity Add Collider.SurfaceVelocity - Sets the local velocity of the surface so things can slide along it, like a conveyor belt https://files.facepunch.com/layla/1b1911b1/sbox-dev_0LL7vekKM3.mp4
36 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
36 Days Ago
Reference formatting tweaks https://files.facepunch.com/ziks/2024-10-19/sbox-dev_UakhR0G0Jj.png
36 Days Ago
RigidBody.CollisionUpdateEventsEnabled is disabled by default
36 Days Ago
Apply EnableTouchPersists on collider shape create Tweak MassOverride to not call MakeDirty
36 Days Ago
Some nicer description formatting for tooltips Show return value descriptions in action graphs Fixes Facepunch/sbox-issues#6636 Expose Sandbox.Achievement to TypeLibrary / ActionGraph Fixes Facepunch/sbox-issues#6637
36 Days Ago
Dynamic and managed scene objects draw bounds properly Fixed TextBlock adding margins when it didn't need to TextRenderer GameObject gets bounds (so draws in the correct order)
36 Days Ago
Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness
36 Days Ago
Set D_WORLDPANEL properly when pushing and popping layers Fixes WorldPanel rendering regression sbox-issues/issues/6632
36 Days Ago
Removed unused avatar_menu_map vmap. Prevents downloading a bunch of cloud assets when creating a new project (such as USP_W)
37 Days Ago
Description attrib codegen: support method parameters Fixes Facepunch/sbox-issues#6622 Fix description of expanded outputs
37 Days Ago
Better solution for ignoring empty files for project upload, resolves Facepunch/sbox-issues#6608
37 Days Ago
Fixed blendmode multiply not alpha blending Remove nulls in updateComponents (prevents NREs when hotloading) Add "Position Absolute" to gameobject flag selector TextRenderer uses TextScope (outlines, shadows, letter spacing, italic)
37 Days Ago
Add ability to group selection into new parent GameObject, add bind (CTRL+SHIFT+G), resolves Facepunch/sbox-issues#6587
37 Days Ago
Normalize map path name
38 Days Ago
Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc
38 Days Ago
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
38 Days Ago
Move & scale scene camera speed overlay based on DPI Fixes it being out of place on HiDPI monitors https://files.facepunch.com/alexguthrie/1b1711b1/sbox-dev_59G1WDRdBm.png
38 Days Ago
SCSS calc tests for bare literal values, variables UI: Push root values between building style and cascaded PreLayout Treat worldpanels as layers
38 Days Ago
Add vector3.InverseLerp Add Collider.FindClosestPoint( p )
38 Days Ago
Expose Achievement.Score, resolves Facepunch/sbox-issues#6585
38 Days Ago
Only provide SourceLocationAttribute on primary class declarations, fixes "Open Component.Partial.cs", resolves Facepunch/sbox-issues#6612
38 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
38 Days Ago
Sometimes ManifoldPoint->Impulse is nan, I don't know if that's expected Add Rigidbody.Touching - which returns a list of triggers that it's currently touching Prevent leaving triggers early when you have multiple colliders - I don't enjoy the amount of complexity this adds
38 Days Ago
Whitelist System.Int128 sbox-issues/issues/6627
38 Days Ago
Proper TAA, option for spartial or temporal blur
38 Days Ago
"Current Project" in Asset Browser is actually the current project, though this is probably already fixed in the new asset browser Resolves Facepunch/sbox-issues#6614
38 Days Ago
Read input config when changing input settings, resolves Facepunch/sbox-issues#6590, Facepunch/sbox-issues#6599
38 Days Ago
Fix null exception in PlayerStats.TryGet
38 Days Ago
WorldTextSceneObject needs to be OverlayWithDepth to have depth with draw solids
38 Days Ago
Fix winding in Gizmo.Draw.SolidBox
38 Days Ago
Add impulse to PhysicsContact
38 Days Ago
Fix dragging installed cloud assets, don't just bail if it can't find primary asset, fallback to url
38 Days Ago
Support drags from resource control into scene viewport https://files.facepunch.com/layla/1b1711b1/sbox-dev_A0eI3zWHiZ.mp4
38 Days Ago
Create and cache line shader outside of SceneLineObject constructor, these scene objects are created on a thread and material load has to be on main thread
38 Days Ago
EnableTouchPersists default to true on Rigidbody
39 Days Ago
Citizen/animgraph: make scale_height not bouncy anymore
39 Days Ago
Second pass at grid-aligned connection style https://files.facepunch.com/ziks/2024-10-15/sbox-dev_635BI3Qt2h.png Simple solver for default connection offsets https://files.facepunch.com/ziks/2024-10-15/sbox-dev_x2R1XluVOZ.mp4 Tweak ZIndex of connections when hovering / selecting https://files.facepunch.com/ziks/2024-10-16/sbox-dev_kaYI58Tlex.mp4 Some final tweaking of default offsets for connections
39 Days Ago
Update services
39 Days Ago
Fix command line args preference not being set - line edit is auto focused so bind system needs to be flushed to set it before focus
39 Days Ago
Revert edit button on resource control
39 Days Ago
Only show resource control buttons on control hover so they're less in your face
39 Days Ago
Set tooltip for component control picker button
39 Days Ago
Add open in editor button to resource control, this is a common enough action to have on the control widget
39 Days Ago
Fix Video background-image going out of sync causing it to stop looping - disable audio on video player and sync clock to video instead of audio (background-image shouldn't have been playing audio)
39 Days Ago
Add SkinnedModelRenderer.TryGetBoneTransformAnimation to get the worldspace bone transform after animation but before physics and procedural bones
39 Days Ago
Fix gizmo transform for gameobjects with absolute flag
39 Days Ago
Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation
39 Days Ago
UI: Use correct defaults for rem/em, classify them as dynamic so they update more frequently UI: When pushing matrices, multiply by parent matrix if there is one Fixes sbox-issues/issues/646 When going through networked files, if it doesn't exist, log a warning instead of failing outright Standalone exporter keeps track of file type (e.g. executable, dll, project asset), shows source + destination in log window
39 Days Ago
Add smooth move and rotate to rigidbody instead of having to access physics body for them