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22,417 Commits over 1,614 Days - 0.58cph!

41 Days Ago
Add ConVar flags Remove dead code Route console commands from engine to managed No need to register convars with engine, we are the owner now Strip command buffer running, aliasing Store native console commands, everything works again Native console command help etc print variable value when no arguments Move "find" to c#, add ConvarFlags.Hidden Autocomplete is all c# Remove IConfigurationSystem Remove CommandTarget_t, InputCommandSource_t Don't need these hacks to create SceneNetworkSystem anymore Remove more unused convar code Replicated convars stringtable Capture native convars more reliably, without having to query Userdata convars Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected Remove FCVAR_DEVELOPMENTONLY Remove FCVAR_GAMEDLL Remove CCommandBuffer Remove FCVAR_RELEASE WrapepdPropertySet provides a Getter, to get the current value Include all attributes with wrapped properties, no just the codegen attributes ConvarSystem.SetValue always takes a string value instead of object Only set native convar if value is different Move sv_cheats to game code, so it gets codegen Always register sbox.game assembly with convar system Only set managed convar value if value changed Placeholder to return replicated values for convar Call ConVarSystem.OnConVarChanged when managed convar changes Native convars call OnConVarChanged Rename ConvarFlags to ConVarFlags Remove dead code Delete ivr.h, remove g_pVr (none if this is used anymore.. right?) Fix CodeGen attribute blunder Fix unit tests getting the wrong envrionment var (not sure what changed) Rename ConVar to ConVarAttribute, ConCmdAttribute Convar changed event Update replicated convar string table entry when it changes, if we're the host Clients use replicated vars table instead of accessing the value from the convar
41 Days Ago
Update Facepunch.ActionGraphs to 1.8.56 * Fix ignoring _type property of method nodes with target input * More robust method binding for generic types
41 Days Ago
Convar changed event Update replicated convar string table entry when it changes, if we're the host Clients use replicated vars table instead of accessing the value from the convar
42 Days Ago
Fix CodeGen attribute blunder Fix unit tests getting the wrong envrionment var (not sure what changed) Rename ConVar to ConVarAttribute, ConCmdAttribute
42 Days Ago
Remove dead code Delete ivr.h, remove g_pVr (none if this is used anymore.. right?)
42 Days Ago
Remove FCVAR_RELEASE WrapepdPropertySet provides a Getter, to get the current value Include all attributes with wrapped properties, no just the codegen attributes ConvarSystem.SetValue always takes a string value instead of object Only set native convar if value is different Move sv_cheats to game code, so it gets codegen Always register sbox.game assembly with convar system Only set managed convar value if value changed Placeholder to return replicated values for convar Call ConVarSystem.OnConVarChanged when managed convar changes Native convars call OnConVarChanged Rename ConvarFlags to ConVarFlags
42 Days Ago
Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
42 Days Ago
Remove ToolsVis() MODES from all shaders 🙏🏻 Remove ToolsWireframe and ToolsVis from shadergraph template
42 Days Ago
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
42 Days Ago
Add EnvironmentMap class for EnvMap.hlsl, allows you to fetch contribution of all environment map lighting, fixes CubemapReflections toolsvis, move stuff out of lighting.fxc Init ToolsVis color to gray if mode is not supported, same behaviour as before
42 Days Ago
Remove vr_tools_vis.fxc, have it all in ToolsVis.hlsl as a class, remove all dangling S_MODE_TOOLS_VIS combos ToolsVis for Material lives in ShadingModel, custom shadingmodels implement their own Rest of shaders that do custom toolsvis behavior with new api Remove any #if S_MODE_TOOLS_VIS, makes it able to slide smoothly into new system Let toolsvis combo live where it was before (we're removing it right after) and remove S_MODE_TOOLS_VIS reference on spritecard, baked light vis on shadingmodel
42 Days Ago
Added a quicker and easier way to create variables within ActionGraph (instead of needing to right click on a plug) https://files.facepunch.com/CarsonKompon/2025/January/07_15-40-InstructiveUnicorn.png
42 Days Ago
Remove this check not allowing setting initial texture data for volume texture with mips, it should be allowed
42 Days Ago
Remove FCVAR_DEVELOPMENTONLY Remove FCVAR_GAMEDLL Remove CCommandBuffer
42 Days Ago
42 Days Ago
MapInstance doesn't load networked hammer gameobjects on clients as they'll be in the snapshot
42 Days Ago
Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected
42 Days Ago
Userdata convars
42 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 * Fixes #1756
42 Days Ago
Fix Soundscape Stings not working. Resolves Facepunch/sbox-issues#7324 Added ability to target a mixer on Soundscape Component. Resolves Facepunch/sbox-issues#7323
42 Days Ago
Don't need these hacks to create SceneNetworkSystem anymore Remove more unused convar code Replicated convars stringtable Capture native convars more reliably, without having to query
42 Days Ago
Remove IConfigurationSystem Remove CommandTarget_t, InputCommandSource_t
42 Days Ago
Explicitly serialize & deserialize null values (#1759)
42 Days Ago
ToolRenderLayer shouldn't force Forward mode as it disables face selection and other crap Hammer wireframe is just normal render pipeline wireframe now instead of all the special case layer stuff
42 Days Ago
Autocomplete is all c#
42 Days Ago
Native console command help etc print variable value when no arguments Move "find" to c#, add ConvarFlags.Hidden
42 Days Ago
Fix missing standalone files sbox-issues/issues/7241 Hook up IPressable.Release Fix CI menu build for PRs Analogue to 80a508a419578851e644fce2fa43da3debd48d9c Merge branch 'master' into serialize-null-fields-and-props
42 Days Ago
Fix CI menu build for PRs Analogue to 80a508a419578851e644fce2fa43da3debd48d9c
42 Days Ago
Hook up IPressable.Release
42 Days Ago
Fix missing standalone files sbox-issues/issues/7241
42 Days Ago
Explicitly serialize & deserialize null values
42 Days Ago
Add ConVar flags Remove dead code Route console commands from engine to managed No need to register convars with engine, we are the owner now Strip command buffer running, aliasing Store native console commands, everything works again
42 Days Ago
Doh lets always subscribe Terrain OnTransformChanged
43 Days Ago
Always prefer explicitly set hostname for server name when running a dedicated server
43 Days Ago
citizen_human_male_REF file
43 Days Ago
Move some input code from Sandbox.System to Sandbox.Engine and hope it doesn't break menu now
43 Days Ago
ci build-menu uses new path
43 Days Ago
Fix incorrect docs in Vector3Int
43 Days Ago
MenuBuild uses ToolAppSystem so everything is set correctly like Application.IsHeadless which was likely stopping it from compiling new menu dlls
43 Days Ago
Shadergraph: Output texture attributes for LightSim_DiffuseAlbedoTexture, RepresentativeTexture using first occurring texture result from albedo input
43 Days Ago
Add subtle alternating background color to each row in Input Settings. Resolves Facepunch/sbox-issues#7328
43 Days Ago
Prevent Input Settings in Project Settings from scrolling back to the top when adding/removing a new Input. Resolves Facepunch/sbox-issues#7329
43 Days Ago
The LineEdit in PathWidget now stretches so it can be clicked anywhere. Resolves Facepunch/sbox-issues#7246 https://files.facepunch.com/CarsonKompon/2025/January/06_12-37-LividArcherfish.mp4
43 Days Ago
Add GetFirstTextureParam() to get first declared texture from shader, used to fetch the convoluted RepresentativeTexture/LightSim_DiffuseAlbedoTexture attributes without explicit declaration Allow material representative texture for VRAD be infered by the first texture parameter on shader if DiffuseAlbedoTexture is not set, allows to clean up all this material api & lets shadergraph shaders be rendered properly on vrad https://files.facepunch.com/sampavlovic/1b0611b1/aocrkIAnQN.png
43 Days Ago
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43 Days Ago
Hammer Wireframe Overlay: white wireframe color works again Wireframe mode is white in game/scene again, fix depth test being disabled in scene, also bind expected lighting constants Fix invalid depth comparison sampling on well known 16 bit textures by targeting D16 and sampleable flags, these textures are used in place of the shadow depth buffer when shadows are disabled
43 Days Ago
Update Facepunch.ActionGraphs to 1.9 * Fix graph compilation times * Compiled graphs avoid allocations where possible * Compiled graph performance is now much closer to C# * Cleaner node definition API * Groundwork for new features #1667 Fix scene.ref nodes in prefabs referencing stuff in containing scene Fixes #1756
43 Days Ago
Port c++ navlink implementation to c# Make agents aware of when they are traversing a link Allows users to handle link traversal (e.g. by playing an animation)
43 Days Ago
ModelDoc: Add a wizard to keep all bones
43 Days Ago
Split menu convars to MenuConVar, MenuConCmd Move language convar to engine