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22,417 Commits over 1,614 Days - 0.58cph!

2 Years Ago
Do not allow using any public method as hammer input
2 Years Ago
New Outfit Piece - Polo Shirt New Blue Polo shirt, LODs and skinning adjustments coming ASAP https://files.facepunch.com/daniel/1b1311b1/Photoshop_bRnXTjWccU.jpg
2 Years Ago
Add used shader as material dependency
2 Years Ago
Fix ragdoll render bounds, fixes ragdolls getting culled when clearly still in view
2 Years Ago
Clean notice manager, prevent exception on exit
2 Years Ago
css supports universal selector
2 Years Ago
Hide constructor for ICSharpCompiler.Diagnostic
2 Years Ago
Cleanups Warning fixes Prop Physics can be clientside only through Hammer New inputs for Prop SetCollisions (1/0) SetVisible (1/0) SetBodyGroup (by name in modeldoc) SetMaterialGroup (by name in modeldoc) SetScale (float) Delete (replaces Kill)
2 Years Ago
Added ExpandGroup.SetHeaderWidget Added "danger" button type in tools Let FloatProperty widget support more than 2 dp of precision First pass of leaderboard type editor done
2 Years Ago
Get boilerplate for managed asset compile
2 Years Ago
Load texture options from meta instead of txt https://files.facepunch.com/layla/1b1311b1/sbox-dev_pVhUB9McwK.png
2 Years Ago
Don't allow animgraph override on client unless the entity is client only
2 Years Ago
Fix asset type popup shadow in wrong place
2 Years Ago
Paint the top of the GameFrame when in full screen mode
2 Years Ago
Added SceneCamera.EnablePostProcessing
2 Years Ago
Rename RenderDevice to g_pRenderDevice Add Render.DrawSceneToTexture Remove old RenderScene implementation Disable initial screen clear (assuming it's not needed now) Remove unused AllocateD3DTexture from texturedx11 Not sure what this GetBinding call was hoping to achieve Render ScenePanel SceneViews as dependant views rather than EmbeddedViews - because they get rendered first apparently I don't even know Create a version of CreateRenderTarget that'll only create if the passed in texture is different Fallback MSAA if not supported when rendering scene Bought back ScenePanel.RenderOnce, added ScenePanel.RenderNextFrame() Fix new Texture.Create being commented out
2 Years Ago
Reduce size of default SoundscapeRadiusEntity When leaving a soundscape, keep playing it until you're not in a soundscape anymore
2 Years Ago
Iterate on shaders as assets
2 Years Ago
Add AnimGraphDirectPlayback Time and Duration
2 Years Ago
Remapped RotateTexture90CW (Face mode) to "Alt+S" The asset browser toggled override the command in face mode
2 Years Ago
Make HVfx be HShader, start adding shader handle from C# side Fix perspective on ui shader Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code
2 Years Ago
Spell check documentation Spell check documentation part 2 Spell check documentation part final
2 Years Ago
Fixed integer division in Link.cs Converting long / double to / from string Added MinValue / MaxValue to Float / IntProperty editors Make PropertySheet.AddProperty() return a Widget Leaderboard configs, typed leaderboards WIP leaderboard type editor
2 Years Ago
Fix renderblobs in particles not receiving lighting information
2 Years Ago
Clean up some documentation Hidden DoorEntity.ShouldPropagateState and BaseTrigger.ToggleDrawTriggers
2 Years Ago
Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile
2 Years Ago
Hammer: Fix Qt already has layout console spew with CQStylizedGroupBoxControllable Fix null ref on new maps
2 Years Ago
Get the debug download text working again, use static dirtying this time so its safer / easier
2 Years Ago
If we're compiling shaders in fast mode lets pass some info into the shader compile hash so it'll rebuild when compiling in optimized mode Compile shaders in -fast mode when hotloading (about 4x faster for iterating)
2 Years Ago
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }` Move ManifestMount to Sandbox.Engine Static ToolRender class uses the current CToolRenderContext context Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously Create a remote asset manifest within a map doc, save/load remote assets used within the map Simplify mapdoc remote asset manifest, no need for all these C++ bindings ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies` ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest Fuck around a bit with mounting transient assets before collecting assets for publishing, doesn't work properly unless the assets are registered with the asset system and that doesn't like symlinks.. yet Small cleanup in compilemap, it's okay not to have a .meta file, remove some debug logs
2 Years Ago
Don't pop up shader log when clicking code compile notice Quicker notice dismiss Hide startup code compile notitfications unless there are errors (maybe this should be the default?) Show only the top 5 compile errors
2 Years Ago
Add shader asset type and empty resource compiler for it
2 Years Ago
Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest Fuck around a bit with mounting transient assets before collecting assets for publishing, doesn't work properly unless the assets are registered with the asset system and that doesn't like symlinks.. yet
2 Years Ago
Cleaned up shader compiling, added new notifications system This update won't increase the speed of shader building, but it'll bring some stability and reliability to editing them. Thew new notifications are going to annoy you - please let us know what options you want (sbox-issues/discussions)
2 Years Ago
Cleaning stuff up to ship Reduce cssbox combos from 4000+ to 96 Make mat_reloadshaders just reload the shaders, and not try to recompile them I think these warnings about missing texture attributes in materials are probably not needed
2 Years Ago
Fix not being able to dismiss notices until on-hovered Better warning when couldn't bind expression Shader output updates live Remove unused SHADER_SOURCE_MOD, SHADER_SOURCE_ROOT paths Remove unused SHADER_SOURCE, SHADER_SOURCE_ADDON_COMMON paths Remove shader_watch from RuntimeGame Fix filterless filewatch callbacks not triggering Shader change use content.changed event
2 Years Ago
Enable InitSkinnedPositionFromCPSnapshot
2 Years Ago
Suspension properties Steering properties Spin properties
2 Years Ago
Remove our custom threading from mat_ compile shader commands
2 Years Ago
Don't disable IO buffering unless -progress is passed Optimized shader builds are default again - add -fast to do unoptimized
2 Years Ago
Fix paths in Build-Shaders bat files
2 Years Ago
Compile notifications show warnings + errors https://files.facepunch.com/garry/f883608a-fde4-4787-a28c-08b4c599aeaf.mp4
2 Years Ago
In-game leaderboard UI tweaks with title / player count https://files.facepunch.com/ziks/1b1011b1/sbox_zdvdjjzfiN.png
2 Years Ago
Compiler notices
2 Years Ago
Add shader asset type and empty resource compiler for it
2 Years Ago
Remove old in-game dev notice since the editor has made that shit redundant
2 Years Ago
Strip out old shader notification stuff Configurable icon, stop timer when running is false
2 Years Ago
Show compile errors Tweak the error reporting Show log if you click on the shader notification
2 Years Ago
Flesh out notice system Add fps_max_inactive, replaces engine_no_focus_sleep I want the editor to run pretty much normally when I'm using another window - but I still want it to operate at a decent frame rate.. so I've set the default to 90fps. This means that it won't be breaking its back to do 500fps when tabbed, but stuff should still operate fine.
2 Years Ago
Reload shader after compile Re-render tool views - even if we're not the active window - because I might be editing shit and watching the window Move shadercache folder to /.source2/shadercache so we know it can be deleted