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22,460 Commits over 1,614 Days - 0.58cph!

1 Year Ago
Add method to convert Qt::Key to ButtonCode as string Tools: Add KeyBind widget, intercepts key presses and sets value to last key pressed Tools: Test using keybind editor for InputAction.KeyboardCode
1 Year Ago
Local transforms for hand info, we'll convert back to world transforms in managed after anchor transform changes
1 Year Ago
ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics Don't make ByteAddress buffers with unordered access
1 Year Ago
Drop access type to keep things simple, add List<T> SetData variants, add elementOffset arguments, additional error checking AppendConsume buffers still need the structured buffer flag too
1 Year Ago
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader Can be passed to RenderAttributes.Set( string, ComputeBuffer ) Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int ) Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int ) Can set/copy data outside a graphics block Flush this shit when using ComputeBuffer in a sync way, I'll do it a different way for an async/callback API API makes more sense to be ComputeBuffer<T>
1 Year Ago
[Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan
1 Year Ago
ShaderGraph: Triplanar texture mapping nodes ShaderGraph: Triplanar node tweaks
1 Year Ago
When setting GameLobby.Game set withLocal to true so that we actually load the local version if we're starting from a local version. This also fixes FileSystem.Data not using the folder with #local in when it should be.
1 Year Ago
Fix mouse delta fuckups (fixes sboxgame/issues/issues/3672)
1 Year Ago
StartServerAsync empties savedgame, gamesettings, extensions ConVars Create Game on default menu actually respects Min/Max players in the project settings Using min doens't make sense there actually
1 Year Ago
HandleAnalogValueChange never used Flow input actions to gamemenu if it's visible, there's no client and no keyboard focus Return Vector2.Zero for Vector2.Normal if IsNearZeroLength, instead of NaN 🤯
1 Year Ago
New Hair! - Long Bob https://files.facepunch.com/daniel/1b2111b1/sbox-dev_uIn4F9ltZi.jpg 7
1 Year Ago
Move Rust vehicle parts to asset party https://asset.party/rust
1 Year Ago
Ignore some mega early IME WM events until the engine is initialized, should fix Proton crashing at startup
1 Year Ago
Fix Input.ClearActions, Input.ReleaseActions not working
1 Year Ago
Fix doubleclick triggering all the time [fixes sboxgame/issues/issues/3683]
1 Year Ago
Key binds work again Fix stupid bot time hacks Fix bot inputs
1 Year Ago
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader Can be passed to RenderAttributes.Set( string, ComputeBuffer ) Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int ) Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int ) Can set/copy data outside a graphics block
1 Year Ago
ServerListPanel: Add Create Game button if we don't find any servers
1 Year Ago
Fixed game view sometimes not rendering, getting stuck on loading screen forever
1 Year Ago
Fix gizmo interaction in engine
1 Year Ago
Citizen: added visemes animation prefab containing a set of viseme morph frames
1 Year Ago
Much more accurate and faster way to calculate max depth on tiled light building by using depth hierarchy, increase tile size to
1 Year Ago
[Pick] add MinMax downsample operator for Hi-Z depth buffer, this will help us do some GPU occlusion tests and trace what's between SSR geometry Fix atmospherics not showing up on editor for shadingmodel shaders Compiled shaders
1 Year Ago
Input is available in the game menu * Setting Mouse.Position works again * Fix ButtonEvents not flowing to UI * GameMenu fills out Game.Server partially, loading input actions * Add Panel.ButtonInput * Fix Panel capture mode not working * Fix cursor disappearing during loading * Restore the cursor back to its original position after capture mode * Fix game keys not unreleasing when another context takes over * Pass escape down to panels, hold escape to close game * Fix cursor not showing when it should
1 Year Ago
Fix cursor not showing when it should
1 Year Ago
Handle exceptions when using -project
1 Year Ago
Fix game keys not unreleasing when another context takes over Pass escape down to panels, hold escape to close game https://files.facepunch.com/garry/f816302e-5c42-4d7f-ae5f-3300d77f931f.mp4
1 Year Ago
Native Plat_ExitProcess calls managed Environment.Exit, this way AppDomain.ProcessExit events will always execute such as to flush Sentry events Move bootstrap error dialogs to managed, display exception and make sure it lands in Sentry
1 Year Ago
Fix cursor disappearing during loading Restore the cursor back to its original position after capture mode
1 Year Ago
Fix Panel capture mode not working
1 Year Ago
When loading game project (through welcome screen), if it fails to compile, don't immediately bail - load the project but don't show menu
1 Year Ago
Panel.ButtonInput will direct mouse buttons too
1 Year Ago
Saving a game stores current MaxPlayers in metadata. Fixed default menu Load Game not working, make it look OK.
1 Year Ago
Disable all game projects when entering content mode
1 Year Ago
Remove default pitch * 1.5f from Entity.BuildInput, just something we kept moving around from Source native
1 Year Ago
GameMenu fills out Game.Server partially, loading input actions Add Panel.ButtonInput
1 Year Ago
Make Package.IsMounted() work clientside on listen server hosts
1 Year Ago
Setting Mouse.Position works again Remove unused Fix ButtonEvents not flowing to UI
1 Year Ago
Defer OnAfterTreeRender until end of tick to ensure children processed first and references set (#1180) * Defer OnAfterTreeRender until end of tick to ensure children processed first and references set * Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty * Revert "Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty" This reverts commit aae36e1777d11a5649c24985c0f8802ced3397b4.
1 Year Ago
Input Cleanup (#1183) * Strip inputstacksystem * Delete inputsystem.dll * Rip out all the analog input stuff * UserCmd is all generated in c# now * Add Input.MouseCursorVisible
1 Year Ago
Allow buttons to unpress even if they don't have the same context
1 Year Ago
Update all entities network hash after a server package has been installed - sboxgame/issues#3635 Adding a new server package would correctly change the DynamicAssemblyHash on both server and client, however all current entities would still have the old DynamicAssemblyHash. This would mean the clients would receive no [Net] updates for this entity. So to fix this we explicitly reset all entities network hash with Entity.UpdateAllNetworkHash() on OnServerPackageInstalled. Reinitializing the network tables would've also worked but would be wasteful since we know all our exisiting entities have not been changed unlike if the DynamicAssemblyHash were changed from hotload
1 Year Ago
Make !activator work for target entity on outputs Remove unimplemented procedural entities !caller, !player, !game_mode from combo box Entity IO: !game targets the GameManager so you can have [Input]s on it
1 Year Ago
[Pick] add MinMax downsample operator for Hi-Z depth buffer, this will help us do some GPU occlusion tests and trace what's between SSR geometry
1 Year Ago
Make sure log files use process path since CurrentDirectory is too early from getting set here
1 Year Ago
Fix NRE with WaterController See sboxgame/issues/issues/3664
1 Year Ago
delete now unused files
1 Year Ago
Remove more unused Remove more unused
1 Year Ago
New Plump Lips and New Eyebrows https://files.facepunch.com/daniel/1b1911b1/Photoshop_QxYQXjnod1.png Plus subtle simple face makeup!