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22,418 Commits over 1,614 Days - 0.58cph!

2 Years Ago
Avatar screen subcategories and clothing variations (#626) Adds Parent to the Clothing GameResource Clothings with a Parent will be displayed as a variation in a separate panel Categorizes clothing items by their subcategory Updated a few items to have subcategories and parents
2 Years Ago
Show all leaderboards in menu again Basic support for {map} leaderboard name substitution Only supported for MapSelect.Official
2 Years Ago
Clothing parent documentation and description
2 Years Ago
Style & layout arrangements Group items by subcategory Give glasses and necklace a subcategory Tweaks List item variations separately Setup beanie variations Cleanup Style tweaks Move category buttons to sidebar Group null/empty subcategory names the same Scroll back to top when changing categories Subcategorize tattoos, eyebrows, eyelashes Style tweaks & cleanup
2 Years Ago
Fixing LOD1 of Tactical Vest
2 Years Ago
Lower DEFAULT_ASSET_SYNC_COUNT to 8
2 Years Ago
New Dress + New Hair
2 Years Ago
Added hotload_log engine convar
2 Years Ago
ModelDoc: Added more info to "not in CONTENT folder" error message
2 Years Ago
Citizen/clothing: disabled jiggle on hard hat
2 Years Ago
Style tweaks & cleanup
2 Years Ago
Test content building with parallelization barriers
2 Years Ago
PackageSelector: Re-added #local to local packages
2 Years Ago
Documented BaseItemWidget Actions, added ItemDeselected, ItemsSelectedTo Remove AddonProperty, replaced usage with PackageSelectorProperty, added defaultSelection to PackageSelector, added placeholder UI to see current selection https://files.facepunch.com/devultj/1b2011b1/devenv_OUH7xVz5AK.mp4
2 Years Ago
Partial fix for audio breaking when sounds are played really far away
2 Years Ago
Menu: Open video settings navlink by default
2 Years Ago
Don't assume a SrgbResourceView is valid if we don't actually have a m_pShaderResourceViewSrgb
2 Years Ago
Sample default direction if we don't have a lightprobe Fix VR perspective on directional AO and reflections
2 Years Ago
2 Years Ago
Put ShapeManager on SceneWorld rather than in a singleton, fixes flickering with multiple panels Revert some experiments that shouldn't be in this branch Update shader files
2 Years Ago
Add Application.CursorPosition setter (used for locking cursor in tools)
2 Years Ago
Revert "Move ParticleAttachment to engine, this is something we'll need in tools, not just game" This reverts commit 1c9df82ec6bb1371f321125a19b915be853016eb.
2 Years Ago
Add SceneParticles.SetControlPoint for rotation and transform Move ParticleAttachment to engine, this is something we'll need in tools, not just game
2 Years Ago
Group null/empty subcategory names the same Scroll back to top when changing categories Subcategorize tattoos, eyebrows, eyelashes
2 Years Ago
Only try to sample from reflection buffer if we have reflections defined at all on the shader
2 Years Ago
Move category buttons to sidebar
2 Years Ago
PackageSelector uses Package.FindAsync Api
2 Years Ago
Added multi-select support to Hammer's Entity Tool selector https://files.facepunch.com/devultj/1b1911b1/sbox_6eFNVff4fk.mp4 Removed GameSelectorDialog, renamed AddonSelectorDialog to PackageSelector Solves #621
2 Years Ago
List item variations separately Setup beanie variations Cleanup Style tweaks
2 Years Ago
Validate AddonSelectorDialog org thumb - we've got 3 panels doing the same thing here, I'll unify them in the next couple of days
2 Years Ago
Validate organization thumbnails for asset.party selectors
2 Years Ago
backup material builder incase changing features after material creation doesn't make sense
2 Years Ago
Add SetRemoteDestination to trigger_teleport
2 Years Ago
More documentation
2 Years Ago
Fixed certain assets showing 2 icons in the browser AssetType.PrefersIconForThumbnail is now set correctly Remaining asset type/system docs
2 Years Ago
AssetSystem & GameData docs Sort asset references in inspector by type and name Makes it easier to see what's what. Also reduced vertical whitespace a bit. Added confirmation popups for deletion of assets/projects This also lets the user know what exactly will happen to the asset and project files upon removal/deletion.
2 Years Ago
fixed holes and added LODs to the telegraph pole
2 Years Ago
Don't save color states, just parse it from variable state
2 Years Ago
Fixed text panels not updating when string changed
2 Years Ago
Style & layout arrangements Group items by subcategory Give glasses and necklace a subcategory Tweaks
2 Years Ago
Clear background image if setting to a missing/invalid image Add Package.FindAsync (new api) replaces Package.Query Only compile runtime local addons if they need compiling Load runtime addon resources on activate (so sounds work etc) Add active property to button Don't render game ui in VR, it showing was a regression from render hooks. We can revisit this if we end up doing a separate desktop view for VR games Added PhysicsBody.SurfaceMaterial, deprecated SetSurface/GetDominantSurface Obsolete Entity.IsFollowingEntity & FollowedEntity Documentation & cleanups Launcher: when adding local game config, append game ident with #local, fixes not loading into the correct games ScenePortal docs Entity bone methods throw on out of bounds input Updated the Project Page to use game selectors for Game Support, Parent Game and Target Game instead of having to manually enter semi-colon separated values Merge branch 'master' into custom-client-input Ensure custom selector properties are reset when new project is selected + fix for QWidget error if Update is called at end of async FetchPackages method but widget is no longer valid Merge branch 'master' into custom-client-input Menu is allowed to access engine convars - unfucks all the settings menus Use TryGetMeta instead of being a nob Merge branch 'master' of github.com:Facepunch/sbox Merge branch 'master' into custom-client-input
2 Years Ago
Use TryGetMeta instead of being a nob Merge branch 'master' of github.com:Facepunch/sbox
2 Years Ago
Menu is allowed to access engine convars - unfucks all the settings menus
2 Years Ago
Ensure custom selector properties are reset when new project is selected + fix for QWidget error if Update is called at end of async FetchPackages method but widget is no longer valid
2 Years Ago
Updated the Project Page to use game selectors for Game Support, Parent Game and Target Game instead of having to manually enter semi-colon separated values
2 Years Ago
Get default, min and max values of variable desc Set slider property default and min max values Set checkbox property default
2 Years Ago
Editor window and preview widget Fix material adding duplicate params Get material description, as json Build features description for material Serialize feature descriptions Features list UI https://files.facepunch.com/layla/1b0911b1/sbox_AQUvbCPcCn.mp4 group combo and label (really should make a radio selection widget for this) Remove GetKV3MaterialDescription binding Grab variable descriptions based on feature state Add group to variable description Display variables Decode sort key (todo: do this in C#) Only show variable groups that have at least one enabled variable, don't create widget for disabled variable Add state cookie to variable list expanders Sort variable groups Create property widgets for variables Create correct property widgets for variables Custom tab widget to tab multiple sessions Try to grab feature state from material Move material editing to a session class so we can have multiple sessions going at once Don't add duplicate variable desc to kv3, don't know why these are showing up, probably because I'm not recompiling material on feature change Bind CompileAndReplaceResource and DiscardInMemoryReplacement Discard in memory replacement on session close Create new tab for new sessions Get active session from current tab page Change preview material on session change Allow Material.Create to set feature states Only skip duplicate variable descs that are disabled (no idea why there are duplicates in the first place) Recreate new unsaved materials when features change Don't update material variables through events Switch tab when adding new session Allow sessions to be closed Process in memory compile reload requests after replacing resource Add dummy material in core for material editor to piggy back off of Recompile material when features or textures change Recompile material on session change Include params in replacement resource Don't forget checkboxes Undo passing features to Material.Create, no longer using this for material editor Restore texture property state when rebuilding variable list Do the same for color, float and checkbox properties Build material output so we can save it, check against feature and variable desc for what key values should be output Allow tab pages to be closeable or not Save session to file, register asset Format colors and floats so old material editor can read them Reset session preview on hotload, fixes preview breaking on hotload Switch page after on page close callback so we don't stomp material with replacement discard Only discard replacement if asset isn't being used in another session Include session name in window title Fix non closable pages not switching Add raw output tab Fix NRE adding new session, keep a copy of material output Use text edit for output Hook up menu bar to actions Menu bar shortcuts Open file dialog Create session for opened material Parse material to get feature and variable states Parse color states Add new line after every variable group in output Remove Material.GetFeaturesState, parse material in tool code instead Allow modified material to be saved Do a recompile before saving, resource replacement is getting stomped Dock the preview, might want to have it fullscreen
2 Years Ago
ScenePortal docs Entity bone methods throw on out of bounds input
2 Years Ago
Launcher: when adding local game config, append game ident with #local, fixes not loading into the correct games
2 Years Ago
Fix Shape Buffer not being generated and being cleared at wrong moment Prototype directional AO, fix reflections not showing up on shaders Send proxy mesh info as proper capsules rather than ellipsoids (which has always been silly), unify debug overlay code for them implement capsules in shader, encode directionality https://i.imgur.com/RMaTU6Q.png Implement capsule shape on reflections too https://i.imgur.com/ZEf0dxa.png Unify all aoproxy code so it's not a mess all around, makes it easier to add new shape types, add stubs for cylinder aoproxies Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png Dot product with geometric normals to avoid double occlusion on AO, fixes most artifacts Remove edge artifacting with ambient shadows https://i.imgur.com/GV8SXq3.png Misc tweaks and fixes, set default AO distance to 40, better self occlusion filter Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo Disable aoproxy caching on models with animgraphs update shader objects Cleanup, better do vignietting Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one Fix aoproxy shapes of most standard props Add support for high quality reflections in Complex shader Add high quality reflection option to complex Cleanup directional AO, have softer vigniette Some more prop aoproxy adjustments Fix flickering on directional AO probes Readd AOProxy instancing, batch AOProxies by LPV Increase precision of SDF tracing