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17,186 Commits over 1,308 Days - 0.55cph!

2 Months Ago
Fix NavMeshAgent.SetAgentPosition not working Add NavMeshAgent.UpdateRotation option, NavMeshAgent.GetLookAhead ResourceControlWidget allows drag drop cloud assets
2 Months Ago
Make game resources compile again when saved
2 Months Ago
Clarify comment
2 Months Ago
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
2 Months Ago
Let''s have each entry define if it has changes now that each one can be potentially controlled by different clients. Make sure we clear changed flag on entry when reading it. NetworkTable.HasChanges will now return true if any entry we have control over is dirty
2 Months Ago
Component editor
2 Months Ago
Hotload skip NodeDefinition Allow deleting parameterless output nodes
2 Months Ago
Remove redundant call
2 Months Ago
Revert that for now - let people change Sync var value locally as it was before, we can try to find a better way to prevent this later. Complication comes from INetworkCustom
2 Months Ago
AssetBrowser: Add "Delete Folder" option to Folders
2 Months Ago
Add ability to asset pick a prefab from a GameObjectControlWidget (https://files.facepunch.com/tony/1b2011b1/sbox-dev_o0AQpv1DWV.mp4)
2 Months Ago
When using WriteAll always write all regardless of control. Make it so unless YOU control a Sync property you can't physically change its value
2 Months Ago
Make shortcuts very obvious by including them in tooltips
2 Months Ago
Component editor
2 Months Ago
SceneTabList: middle mouse destroys scene session
2 Months Ago
NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_)
2 Months Ago
Set GameTransform.LocalScale default so resetting it doesn't set it to zero
2 Months Ago
Don't call Asset.Compile in parallel 🤦
2 Months Ago
Don't enable network GameObjects that are not enabled
2 Months Ago
Close context menu on line edit submit Get rid of legacy code paths in DefaultUpgrader
2 Months Ago
When adding a collider, update the rigidbody's gameobject transform immediately to avoid offsets Formalize how Rigidbody attaches colliders, add tests Deserialize GameObjects as disabled, and enable when all children and components are created Tweak editor painting to avoid crash Lauinching
2 Months Ago
2 Months Ago
Network Authority / Permissions (#1457) * Can a connection create objects? * Send network destroy even if DestroyImmediate is called * Ownership authority flags * Let GameObject have [Sync] too (test) * Reorder enum, add [Expose] * Change up logic for can create objects - only check if we have a source * Default CanCreateObjects to true for now (this is current behavior) * Initial implementatior for ownership authority * Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars * Initial implementation of Rpc authority * Remove a test log * CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed * Make it CanSpawnObjects * CanSpawnObjects settable only by the host * Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor * Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo * Default CanSpawnObjects to true for now * When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host * Remove this for now, sus is later * CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all? * NetworkAccessor.SetOwnerTransfer method * Documentation fixes * Rename Rpc.HasAuthority to Rpc.HasPermission for consistency * Owner can always drop ownership * Allow owner transfer changing from current owner
2 Months Ago
Set saved gizmo settings way earlier, protect against stomping the settings instance Fixes sbox-issues/issues/4888
2 Months Ago
Allow owner transfer changing from current owner
2 Months Ago
Add support for CSS `font-smooth` https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png
2 Months Ago
Owner can always drop ownership
2 Months Ago
Fix MultiSerializedObject propagating OnPropertyChanged Facepunch/sbox-issues#4885 Call GameResource.PostReload() after saving to disk Clears cached scene in PrefabFile Facepunch/sbox-issues#4885
2 Months Ago
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
2 Months Ago
Documentation fixes
2 Months Ago
NetworkAccessor.SetOwnerTransfer method
2 Months Ago
CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
2 Months Ago
Don't just use ClassName to serialize types in ActionGraph Fixed Facepunch/sbox-issues#4869
2 Months Ago
Text tabs quick start Working fixed with tabs Work in tab stops during line layout Tab stops are font width * 4 spaces wide No need to collapse tabs here, we do it with WhiteSpace Fix tabs not always lining up, use measured space width
2 Months Ago
Fix tabs not always lining up, use measured space width
2 Months Ago
"Reset to Default" in the editor will look for DefaultValueAttribute, then get proper instance default intead of just bailing
2 Months Ago
No need to collapse tabs here, we do it with WhiteSpace
2 Months Ago
GatherVisibleLightsGPU Move depth prepass to be the first pass of everything, we'll use it on lightbinner for light culling from now on Do lightbinning for light culling on render thread when a layer first wants to request lights, guarantees we have a depth pyramid by then If we are on a render thread just do a simple flush for ForceFlushGPU(), we just want the GPU to finish it's work, not clean up things Run lightbinner calculation in render thread & actually on lightbinner layer Light culling tests with depth & light radius on compute shader Flush rather than ForceGPUFlush on CReadGPUBuffer::WaitUntilRead() Finish light visibility test shader, rewrite to be cleaner, temp pass PerViewConstantBuffer_t for g_vDepthPsToVsConversion on layer
2 Months Ago
Tab stops are font width * 4 spaces wide
2 Months Ago
Work in tab stops during line layout
2 Months Ago
Hash view ID to FindOrCreateFrameBufferScratchTexture as well to solve collision when we have multiple views with same resolution, eg with splitscreen Fix dynamic reflections and AO in viewported views Add compiled shaders for viewport shading fixes Texture barriers for SSR in multiple viewports
2 Months Ago
Remove this for now, sus is later
2 Months Ago
When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host
2 Months Ago
Default CanSpawnObjects to true for now
2 Months Ago
Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo
2 Months Ago
Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor
2 Months Ago
Close context menu on line edit submit Put all generated component types in one assembly
2 Months Ago
Fix component weirdness when cloning disabled objects
2 Months Ago
Add isolated CallbackBatch, use it when cloning. Fixes instances when cloning in OnEnabled etc would cause weirdness
2 Months Ago
Implement calc for CSS, make it so that dynamic units (vw/vh/expressions/etc.) all update correctly https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_ADiqfZ9hI2.png For sbox/issues/421, sbox-issues/issues/4753, sbox-issues/issues/723