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20,764 Commits over 1,522 Days - 0.57cph!

54 Days Ago
Revert "If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )" This reverts commit 3d84d6b56d8d948c5212e13e69ab82a2fc4af264.
54 Days Ago
Fixed shipping source to all the citizen clothes unnecessarily
54 Days Ago
PhysicsSpring.Maximum defaults to float max
54 Days Ago
If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing ) Fix Depth::GetLinear and add Depth::Linearize
54 Days Ago
[pick] Fix Depth::GetLinear and add Depth::Linearize fix DepthMinMax on ortho projections, fixes tiled lights on ortho projections https://files.facepunch.com/sampavlovic/1b3011b1/ZiyxdtwHc1.png
54 Days Ago
Clothing Updates
54 Days Ago
Fix ortho projection for CalculateScreenTiles
55 Days Ago
Get underlying type for nullable handle config Add handle configs for Resource, Rotation Add name, icon to scene.ref / resource.ref nodes https://files.facepunch.com/ziks/2024-09-30/sbox-dev_ANMFj2w5Em.png Mark scene as changed when action graph is edited
55 Days Ago
Rebase fixes Use ContextMenu
55 Days Ago
Initial Assets have colors - these all suck right now, will go back through and pick some less sucky colours later Preview tweaks Search widget Asset popup, will turn this into something more tooltip-oriented later Split left / split right Chips from tags Tweak styling, move current project to top of asset locations list Implement chip tag filtering Initial cloud browser, separate from asset browser Initial tabbed asset picker w/ both local and cloud assets
55 Days Ago
Cloud asset tweaks (#1666) (.sbox folder, version-pinning fixes, manual update flow, searchpath prio fix)
55 Days Ago
Clothing Updates
55 Days Ago
Expose physics substeps control to scene inspector, resolves Facepunch/sbox-issues#6480
55 Days Ago
Human: added constraints on biceps that makes the lower part of arms subtly rotate away as the arms bend, similar to what happens with legs + various misc. things (anims, fixes...) https://files.facepunch.com/maxlebled/1b3011b1/elbows.mp4
55 Days Ago
Tweak build script to make sure everything uses Release mode
55 Days Ago
Mark texture getters as pure Use new icon style for resource.ref nodes too https://files.facepunch.com/ziks/2024-09-30/sbox-dev_OP78bw1BAw.png
55 Days Ago
Don't use MapStartupScene when loading a Scene Map, we can load it directly
55 Days Ago
WIP game object thumbnails in graphs Refresh object thumbs when scene saved Node icon tweaks https://files.facepunch.com/ziks/2024-09-30/sbox-dev_6XFZEVyCvd.mp4 More scene.ref node icon tweaks https://files.facepunch.com/ziks/2024-09-30/HZYdyW9buu.png Frame scene ref target on double-click https://files.facepunch.com/ziks/2024-09-30/sbox-dev_Fb3jaAbxNS.mp4
55 Days Ago
Fix case where graphs embedded in scenes wouldn't save
55 Days Ago
Fix warning breaking build
55 Days Ago
prop_physics from maps are fully networked We don't need to load the scene on the joining client Add Application.ClearGame Add Application.MapPackage Refactoring Refactor Add SceneNode to more easily check if we're the owner of a GameObject Add achievement/stats apis for maps Fix NRE in ToClipboardString Expose more stats/achievements stuff to ag
55 Days Ago
Tweak graph saving logic, warn if no editor session found
55 Days Ago
WIP frame scene ref target on double-click
55 Days Ago
More scene.ref node icon tweaks https://files.facepunch.com/ziks/2024-09-30/HZYdyW9buu.png
55 Days Ago
WIP game object thumbnails in graphs Refresh object thumbs when scene saved Node icon tweaks https://files.facepunch.com/ziks/2024-09-30/sbox-dev_6XFZEVyCvd.mp4
55 Days Ago
Expose GameObject.PlaySound, StopAllSounds to ActionGraph
55 Days Ago
Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums https://imgur.com/a/tybd5Dv
56 Days Ago
WIP game object thumbnails in graphs Refresh object thumbs when scene saved
56 Days Ago
Show cubemap complexity on tiled debug vis as well https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png
56 Days Ago
Cubemap frustum cullinng
56 Days Ago
Human: lots of updates, see commit comment • 2 walk animations & default idle poses • Same prefab changes as Citizen • Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose • Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
56 Days Ago
Delete old human male.vmdl
56 Days Ago
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
56 Days Ago
Remove ShowPredictionErrors and EntityIO from debug menu, these aren't used anymore. Add ShowPhysicsDebug there instead so it can be toggled in scene view, not suitable to put it in viewport settings
56 Days Ago
Skip empty files in upload wizard, resolves Facepunch/sbox-issues#6167
57 Days Ago
If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing ) Tiled Frustums Start moving tiled_light_culling to use frusta Iterate frustum tiled culling Near/far tiled frustum planes Very simple ConeIntersect and AABBIntersect
57 Days Ago
Fix infinite loop crash
57 Days Ago
Add SoundHandle.FollowParent, LocalTransform, ClearParent Add SoundHandle.SetParent( GameObject ) Add GameObject.PlaySound, GameObject.StopAllSounds Don't need to run sound Occlusion tests every frame
57 Days Ago
Fix infinite loop in OnDirty, set dirty to false last
57 Days Ago
Add LocalTransform accessors Switch everything to use LocalTransform, LocalPosition, LocalRotation, LocalScale
57 Days Ago
UI shaders accept D_NO_ZTEST Refresh editor handles on hotload Gizmo.Draw.WorldText obeys IgnoreDepth [EditorHandle] can be a material icon or emoji https://files.facepunch.com/80a96818-668f-4562-9ef6-3311aaa49ba7.png
57 Days Ago
Add Tags to DamageInfo Add Component.IPressable
57 Days Ago
Add GetComponent , AdComponent etc
57 Days Ago
Fix OrganizationModal NRE Fixed Friends List Modal CSS. Resolves Facepunch/sbox-issues#6525
58 Days Ago
Get rid of cloud browser chips, move facets next to search bar Remove DropDown widget I added and roll facet dropdown into its own widget, simpler Initial tabbed asset picker w/ both local and cloud assets https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_WENJnEwfYb.png Facet dropdown cleanup Only select 1 entry per facet, display selected name and icon in dropdown https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_AueEMTPu9O.png
58 Days Ago
Update these to check the new cloud path Logging non vs versioned idents as a conflicting version is dramatic and actually I don't care, we'll use the versioned one anyway
58 Days Ago
Replace .source2/ with .sbox/ Revert "Redownload package manifests if they're dodgy instead of breaking a download" This reverts commit 4ea8058ad72c4c3a9c9d2c29e0c76f78d1a9edcc.
58 Days Ago
Make sure we've got the right package version installed, update if not Bin global tools package cache, replace with per-project store Redownload package manifests if they're dodgy instead of breaking a download Fix pinned version # getting dropped when installing package Prevent trying to install different versions of the same package Add manual cloud asset updating Update asset package refs when updating dependency, fix when broken (yuck) Basic 'in project' filter for installed cloud assets, show as asset location Check revision matches when we're checking for an installed package at a specific # Don't redownload a package we've already got installed Catch possible NRE This isn't needed anymore Add .source2/ to gitignore template If package is on disk just use asset directly when dragging into scene Update existing refs in GameResources when updating package Normal GameResource processor uses versioned idents too Consistently sort reference lists alphabetically so diffs aren't so mental to read Only update references inside project assets folder Avoid walking into a LoadResource exception, we don't really care that much Differentiate between persistent and preview contexts when fetching cloud assets, only update references for persistent installs Show remote/latest version info, incl version id, in PackagePopup
58 Days Ago
Fixed Facepunch/sbox-issues#6518
58 Days Ago
Fixed Facepunch/sbox-issues#6517