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

1 Year Ago
Create debug scene objects for edges Delete debug sceneobjects when we're done with them
1 Year Ago
GetLocalInertiaOrientation, GetLocalInertiaVector
1 Year Ago
Another big interface cleanup FindClosestPointOnConvexShapes using gjk
1 Year Ago
Reference Facepunch.ActionJigs, NodeGraph refactor
1 Year Ago
TypeLibrary ignores Delegate types
1 Year Ago
Editor: Add "keybind" editor widget, instead of manually finding inputs, just press the button you want to use - would be good to have proper trapping in tools soon (?)
1 Year Ago
New Outfit Piece - Chef's Hat https://files.facepunch.com/daniel/1b0411b1/chef.png Lods and skinning adjustments coming ASAP
1 Year Ago
Latest tier0 basetypes Split everything out of basetypes.h into new or existing includes, remove very old code, typesafe numerics, bring engine up to date with these changes
1 Year Ago
typelimits.h Explicit use stackalloc.h Remove CRT_INCLUDES_RESTRICTED Explicit d suffix on tier0 math funcs Split dbg.h into assert_base.h, messages_base.h Add tier0_utils_base.h First pass at removing stuff from basetypes.h to commonmacros and platform no more qboolean BOOL-shit this intellisense bug is fixed, in fact it errors with this workaround Explicit recttypes.h basetypes, bitscan, enum bitwise operators Explicit typesafe numeric headers, update all usage Pointer handles fuck off too Move some more to commonmacros Fix double fsel def Remove includes from basetypes.h Unused COMPILE_TIME_ASSERT
1 Year Ago
Add rotational vector getters to Transform Add additional aspect ratios
1 Year Ago
Aggregate GetBbox and GetBboxFromProxies
1 Year Ago
Enable parallel solver
1 Year Ago
Reference Facepunch.ActionJigs Serializing / deserializing action jig delegates Fixed System.String not being whitelisted Simple action jig serialization test Refactor simple actionjig test Replace References with AssemblyReferences in CompilerSettings Also make DistinctAssemblyReferences do the filtering that literally every user of that property was doing. Allow CanEdit("action"), expose NodeLibrary to tools packages WIP delegate upgrader for action jigs ActionProperty, skeleton of an action jig editor WIP Some NodeGraph abstraction Fleshing out action graph editing
1 Year Ago
TreeView/TreeNode speedup Don't render NativeRenderingWidget if it's not visible Give nice warning when calling AssetSystem.CreateResource with invalid extension Allow overriding some of the SceneMapLoader functions
1 Year Ago
Remove unused pvs stuff Don't delete the whole physics and sceneworld when removing a SceneMap Remove .vmap extension when trying to load a map Expose Map.PhysicsGroup, Map.SceneMap
1 Year Ago
Hook up some debug drawing https://files.facepunch.com/layla/1b0311b1/sbox_0018.mp4
1 Year Ago
Add revolute joint from desc Spherical and conical from desc (both the same for now because the only difference should be limits)
1 Year Ago
Fix ApplyForceAt
1 Year Ago
Use aligned alloc in dynamic tree, fixes crash in vLoad3A Add pre and post solve callbacks
1 Year Ago
TriggerHapticVibration
1 Year Ago
IsLeftHandDominant, Enabled
1 Year Ago
ApplyLinearImpulseAtWorldSpace, GetMassCenter
1 Year Ago
Remove static and active aggregates when destroying aggregate
1 Year Ago
C# has control over whether vr is enabled Also add `vr_enabled` concmd so that we can test toggling VR at runtime
1 Year Ago
Get active body list for active aggregates Don't wake up statics, otherwise do a forced wakeup (bug in library where a body can be awake but not in the active list?) Don't create hull for CastBoxSingle, it only needs to know the 8 corner verts
1 Year Ago
Move VR stuff over to Sandbox.Engine, start deleting old VRGlue - breaks VROverlay for now Only init if -vr specified, ensure active Init overlay, bindings for dashboard visible & drawing controllers Move vr-specific input into Sandbox.Engine Proper way of converting matrices from steamvr -> sbox, push test hmd data to game
1 Year Ago
Only do this if we have a shadow controller
1 Year Ago
Add PhysicsBody.Move - which complies with the ShadowController
1 Year Ago
CastRaySingle, CastSphereSingle
1 Year Ago
Add weld joint from desc CastBoxSingle
1 Year Ago
Clamp sphere and capsule radius to linear slop
1 Year Ago
New Outfit Piece - Boxing Shoes
1 Year Ago
Set UNITS_PER_METER to 40
1 Year Ago
Tests build
1 Year Ago
Build bodies and shapes for aggregate SetAggregateInstance and SetGameSceneNodeHandle Gather active aggregates to build the awake step results When building aggregate bodies, add body, set motion type THEN set transform, otherwise it gets stuck in a weird deactivated state
1 Year Ago
vsopen won't open a file unless a file line is specified Add BaseItemWidget.ItemClicked Added EditorUtility.Projects.WaitForCompiles() Fix a bunch of potential issues when deleting a listview during selection callback
1 Year Ago
Added first version of WrapSet/WrapGet Unit test stubs Don't pass value for get accessor.. Cast to original return type in get accessor when wrapping
1 Year Ago
Support CodeGenType.Instance with CodeGenType.WrapCall
1 Year Ago
Fix TypeDescription.SourceFile + SourceLine sometimes coming from a base class
1 Year Ago
CodeEditor.OpenFile will look through all the local project's code paths if relative path
1 Year Ago
Gizmo camera settings, camera smoothing
1 Year Ago
Allow setting max distance for Model hitbox Add TreeNode.OnActivated Add copy/paste/clear to ResourceControlWidget
1 Year Ago
Gizmo.Instance.FirstPersonCamera returns true if user input Validity checks when deleting physics shape from a body Add Gizmo.Hitbox.Model
1 Year Ago
Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead
1 Year Ago
Replace References with AssemblyReferences in CompilerSettings Also make DistinctAssemblyReferences do the filtering that literally every user of that property was doing. Allow CanEdit("action"), expose NodeLibrary to tools packages WIP delegate upgrader for action jigs ActionProperty, skeleton of an action jig editor WIP Some NodeGraph abstraction Fleshing out action graph editing
1 Year Ago
Move a bunch of stuff in VRNative, clean up
1 Year Ago
Protocol::Network++ Complaints of CEnvCubemap invalid class index
1 Year Ago
C# prop_static, this isn't a game spawnable entity, just a way to get prop_static out of fgd
1 Year Ago
Delete VR project Simplify MaterialSystem2 VR code, don't do any native VR setup Initial basic managed openvr setup - just logs hmd position to console for now Debug all tracked devices Skeletal input data Actions, action sets, action state, analog input data Move native wrapper functions into VRNative class Rename enum values Remove unused input source strings Hook up compositor, settings, device properties & info Move constants
1 Year Ago
Initial tests for static call wrap