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20,222 Commits over 1,522 Days - 0.55cph!

1 Year Ago
Explosion VFX additions Added fire gib VFX to be spawned on explosive breakpieces (added to oil_drum_explosive) Tweaked existing explosion_barrel_02 vpcf https://files.facepunch.com/jason/1b0711b1/sbox_h22uHB3GUw.mp4
1 Year Ago
Citizen/animgraph: melee_punch holdtype can now be set to a "blocking" pose by setting holdtype_pose = 1
1 Year Ago
Fixed game favorite status not being reflected on the game page after a restart (Un)favoriting a game refreshes favorites list on the home screen Settings menu style tweaks Keybinds - add spacing between "Reset/Apply" buttons and the list of key binds Storage - Move buttons to the bottom of the screen like other pages do Game page loading placeholders Also do not display "Screenshots" if there are no screenshots Game server list: do not display header buttons when there are no servers or we are refreshing the list Fixed huge 'Local Maps' button when first opening Games list
1 Year Ago
New Clothing Piece! - Loose Shirt https://files.facepunch.com/daniel/1b0711b1/sbox-dev_v1euUM8Bxt.png Here's another funky gritty-looking shirt, LODs and any skinning adjustments coming ASAP.
1 Year Ago
Strip unused Call Plat_SetModuleFilename in c# Run gameloop from c#
1 Year Ago
added new barrel_explosion VFX variant https://files.facepunch.com/jason/1b0711b1/sbox_yOlmPRi38j.mp4
1 Year Ago
Added oil_drum_a and oil_drum_explosive
1 Year Ago
Delete source2launcher
1 Year Ago
Different color icon for each launcher Output winexe for sbox and sbox-dev Don't print the assembly names in the console Can put the launcher in the exe now Give some help in the dedicated server console on startup Remove some unneeded debug output
1 Year Ago
Add Launcher projects Remove debug output Add runtime configs Don't initialize netcore host if we're already initialized Fix build paths Launch game from c# exe
1 Year Ago
materialsystem2 changes
1 Year Ago
Only allow scene maps to be added to transient worlds because I have no idea what happens if you do it on a main world and I don't want to find out
1 Year Ago
Add SceneMap, create world ref, update objects for rendering in camera prerender https://files.facepunch.com/layla/1b0711b1/sbox-dev_sSTwVBqagv.mp4 Strip ext from map name
1 Year Ago
Improve MathX.SnapToGrid implementation Use inverse of the gridSize for math so small values don't have precision errors, for example in Settings > Input > Mouse Sensitivity Fixed sliders acting weird in Settings and other places
1 Year Ago
Update Package Information modal Make buttons not jump around when loading data or when there's too much content vertically. Made use of placeholders so you are not staring at blank screen waiting for it to load. Fixed description not being scrollable, improved height scaling of the left column elements with various summary sizes & screenshot counts, etc.
1 Year Ago
ModelDoc: Fix crashes in breakpiece helper
1 Year Ago
Add IESLoader
1 Year Ago
Add AnimationGraph.GetParameter (from name)
1 Year Ago
Only add paste undo if any nodes got deserialized
1 Year Ago
Cut selection
1 Year Ago
Serialize selection, copy to clipboard Deserialize paste buffer, update conflicting ids Build graph from paste Add undo scope for paste Default node input if it doesn't exist in paste Unselect all and select paste
1 Year Ago
Cleanup downsample_cs, move all TAA denoising from high quality reflections to denoise pass, get denoise pass nearly perfect
1 Year Ago
Don't try to get an AssemblyDefinition to assemblies with no location
1 Year Ago
Add GraphicsView.SelectionRect, add selection box to graph https://files.facepunch.com/layla/1b0511b1/sbox_AT7exzHrxn.mp4
1 Year Ago
Restore preview textures when preview model changes
1 Year Ago
Node result just has component count instead of generic type Restore preview textures on hotload
1 Year Ago
Updated Lighting + Added Cubemap to Entity Prefab Editor https://files.facepunch.com/louie/1b0411b1/sbox-dev_2dBnc5UGJE.png
1 Year Ago
Fixed component names not being serialized in prefab editor
1 Year Ago
Allow texture nodes to set a vtex to preview https://files.facepunch.com/layla/1b0411b1/sbox_f1zmhN87os.mp4 Serialize texture as string, load when needed (ResourceJsonConvert is internal)
1 Year Ago
Lerp node casts fraction to largest of the two components unless it's a float fraction
1 Year Ago
Make sure any coord input passed to texture node is casted to float2 in generated code
1 Year Ago
Make shadergraph a IAssetEditor Use dockwindow
1 Year Ago
Setup shadergraph project the same way as prefab editor
1 Year Ago
Just set the default value instead of using [DefaultValue] on info_particle_system
1 Year Ago
Pass property attributes to prefab editor, fixes ResourceType marked properties not displaying correctly
1 Year Ago
Switch NativeRenderingWidget so you're less likely to be accidentally rendering the scene in Paint
1 Year Ago
Tweak codegen for sboxgame/issues/issues/2862
1 Year Ago
Fix documentation dll upload Update ci to need upload_start to succeed
1 Year Ago
Add ContextTools to allow us to resolve our current context from engine Add ResourceLibrary.Resolve() for engine
1 Year Ago
Test csproj name for suitability, revert to ident if it's fucked
1 Year Ago
Hide Sandbox.Internal.Tests.CmdTest & AssetList event handlers (again & properly))
1 Year Ago
Use NativeRenderingWidget
1 Year Ago
Update citizen_sfm.vmdl_c
1 Year Ago
Citizen/animgraph: added second pose to RPG holdtype. Blending between pose 1 and pose 2 changes the distance of the left hand grip
1 Year Ago
Make node editor graph an interface Add shader graph game resource Keep node position up to date with node ui Hook up shader graph saving Don't open save dialog if we have an asset to save to Hook up shader graph open put graph nodes in dictionary, can't save nodes to game resources yet anyway so fuck it Add compiler ref System.Memory for tool addons Add simple asset type for shader graph Don't use game resource for shader graph, serialize json from graph asset instead Deserialize graph Add preview dock Add skybox and cubemap to preview Add background to graph view Delete selected nodes on delete key Remove connections of deleted nodes Delete selected connections too Fix ui hotload Undo redo system Add undo redo shortcuts Move node undo op Grid snap newly created nodes Undo ops for create/drop/change connection Don't perform undo redo if there's a pending redo Status text for undo redo options Title graph view to asset name Write graph file before registering it Don't open graph that is already open Clear undo stack on new or open graph Mark session as dirty when an undo op is pushed so title can be changed to show as edited Menu bar shortcuts Dirty session when performing undo or redo Allow input and output attributes to decide handle config type, property type is rarely going to be handle type Don't allow output connections to input of self Remove existing input connections, inputs can only have 1 connection Set node connection property when creating connection Rebuild graph connections from serialized node connections Reset input connection on remove Only set input property if it's node connection type Use node connection type for all node inputs Clear preview and drop target when rebuilding graph Clear connections on graph rebuild Don't serialize node properties that don't have setters First attempt at codegen from graph Time, cosine, multiply nodes Add toolbar to preview Add more toolbar options for main window Add properties dock to edit properties of nodes Hide node properties we dont want to see Add color node Dirty session when property values change Hook up preview primitive types Open asset picker for preview model Don't reconstruct new graph object on undo, just clear nodes and deserialize Save and load does full serialization, not just nodes, we may have settings we want to save Save preview model Rename NodeConnection to NodeInput and make it IValid Target graph properties when no node is selected Base class unary node because it's gonna be the same shit for each Abs node Add node types automatically Show compile errors in output Copy error to clipboard Add menu option to focus node with error Selecting error selects node Center on selected error node Use orbit cam for preview, makes more sense Open context menu after dragging an unconnected wire Some cleanup Use default a and b values for binary nodes when input isn't valid Cut down on file reading in CreateFromVfxFile so eventually it can be created from memory Rename vfx create functions to make more sense Write generated shader to temp dir Don't generate code if graph compiler has errors Run shader compiler process for generated shader Write generated shader to bullshit placeholder resource for now Make color node use color property Make color node use color property Add lerp node Add lerp node Don't serialize NodeInput.IsValid Log program type when spewing shader stats so I can see what's what Remove all dynamic shader compiling code, we don't use it and it's over complicating everything Remove all dynamic shader compiling code, we don't use it and it's over complicating everything CVfx cleanup Hacky dynamic shader compile test Start vfxc process to compile single shader we need to update preview, output bytecode to temp dir Replace render shader from bytecode Change preview material while shader is compiling Only recompile shader if generated code has changed Remove shader compile dll loading from material system again, no longer needed Add -fast cmd line option to vfxc to disable optimizations Add recent files to file menu Recompile shader after compile has finished if we're pending a compile so preview is always up to date Write generated shader next to shader graph on save until we can safely generate shader resource from temp dir Add compile timings Don't read and mask shader file twice in vfxc Don't include material inputs in shader template Don't include material inputs in shader template Remake dev sphere Clear cached generated code on new or open Only add existing files that exist Add saved file to recent files Only write generated shader to tempdir before invoking compile so we don't stomp on it while compiling Remove hlsl output tolower all recent file paths Draw spinning circle to show when preview shader is compiling Texture node Generate code for textures Cleanup template shader and material used in shader editor Set toolView attribute so depth prepass gets disabled (wireframe doesn't render correctly with depth prepass enabled) Optional texcoords on texture node Add Vector2 node Add console tab for convenience Add sampler properties to texture node Serialize other properties of graph, handle node serialization separately Reset properties target when there's a new graph Fill out shader description from graph Add texcoord node Display g_flTime in properties Some more unary nodes Add dock restoring Use a more detailed cubemap and skybox Serialize compiled shader info to temp dir Recreate static combo data from serialized compiled shader info Plug texture filter into generated code to test preview updating Ask vfxc to output compiled shader info instead of bytecode Create connection to new node when created through drag + context menu Add undo history ui Don't apply same undo level Add filter edit to node context menu and sort into category submenus Give nodes better categories Sort by category Prompt user to save when trying to create new or opening new graph while current graph has unsaved changes Prompt save when opening from recent files also
1 Year Ago
Fix net write writing 0 for null entities, -1 is null, 0 is world entity Particle networking writes entity directly, null entity should be networked properly now
1 Year Ago
Move particle creation and set particle control to managed global rpc Particle destroy rpc Implement rpc for every particle function Remove particle protobufs Remove prediction logs
1 Year Ago
Unit tests for project templates (#784) * Fixes compile errors in our extension & tool templates * Updates Sandbox.Test csproj to copy over templates and base code needed for compiling games * Added unit tests that fail if game/tool/extension templates do not compile
1 Year Ago
Entity prefabs - orgs/sboxgame/discussions/2857
1 Year Ago
Add Inspector with an Open In Editor button to avoid confusion