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20,904 Commits over 1,522 Days - 0.57cph!

3 Years Ago
TypeLibrary initialize optimizations (5x faster) Made ReflectionCache redundant, deleted
3 Years Ago
Fix reverb bake using an incorrect source count
3 Years Ago
Remove any other references to a 2D transformation buffer, make transformations use CUtlMemory for cleaner memory lifetime Further refactoring
3 Years Ago
Log manager takes node location instead of node id so clicking a log always takes us to the correct place Show the top level widget of current visualization even if the current entry view rect is invalid, should stop all flickering when going to different node locations
3 Years Ago
Finish up probe batch serialization
3 Years Ago
Probe reading, corruption checking/testing, prevent old steam audio files from loading probes
3 Years Ago
Bake reverb to the new format now
3 Years Ago
Path setting parser
3 Years Ago
Probe settings, better distinction between pathing & reverb
3 Years Ago
Improve file validation & change header format slightly for futureproofing
3 Years Ago
Baked format versioning, reverb settings. Bump up baked settings from 8096 rays to 32768 as a default
3 Years Ago
Fixed possible exception in ToTitleCase()
3 Years Ago
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again Merge branch 'master' of github.com:Facepunch/sbox Merge branch 'master' of sbox Fixed MinMaxAttribute not working in Hammer Fix static/dynamic colors not working on [EditorModel] ( This is only used for light modes, weird fucking place? ) No point in having EnvironmentLightEntity derive from ModelEntity Hammer property titles once again generate with spaces [HideInEditor] works on asset properties Give [GameResource] a default question_mark icon so it's not null by default (also fix DrawMaterialIcon shitting the bed with null) Fix classes with [Net] malfunctioning if they have child classes Add TypeLibrary.FindStaticMethods Add PropertyDescription Fix MenuAttribute Support copying graphemes outside TextEntry too Improve console text selection Improve behaviour of label selection if drag rect is negative size Add GameResource to Recent opened list when saving in inspector Add GameResourceEditor Fix Replicated ConVar's not replicating locally Fixed certain types being displayed as structs in Inspector Namely double and int64 Fixed non public methods not working as Hammer inputs Trim all the unused addon stuff out of IApplication etc Fix error in JsonSerializerOptionsUpgrader on hotload Don't give alternate flags when querying DX11 display mode list Fix crash when registering the minidump handler due to addon stuff being removed Fixed verbose hotload log formatting Improve tonemap controller preview in Hammer Pain day 3 for game template Network Client.IsUsingVR New Outfit Piece! - Summer Shorts New outfit for a hot day out for terry, as well as some needed adjustments to the leather gloves skinning and rigging. Summer shorts also have LODs. https://files.facepunch.com/daniel/1b2411b1/Photoshop_4cUauBlWsq.jpg Make [UseTemplate] work properly on consolidated builds (used for s&works) - instead of the generator trying to guess root directories feed it a map of physical paths -> virtual paths for all the cs files Fixed MinMaxAttribute using min as max in Hammer Display( Description = .. to Description( .. in engine Merge in drawhud Draw2D.TextSize returns a Rect Vector3.ToScreen can take a ScreenSize, returns nullable Vector2 Citizen/animgraph: second draft of big weapon branch refactor intercom pallet - tweaks fixed broken normal map on pallet Revert changes to SetupPhysicsFromUnscaledModel - Some users have been reporting overlap tests etc sometimes failing. This change was to fix slow downs when loading maps with triggers covering the map, the fixes were only needed on the trigger entity, not native code Remove vconsole tools we're definitely never gonna use .. and some more Fix clothes showing in wardrobe multiple times Add morph inheriting for in game models Mouse wheel zoom in and out of face on avatar dresser LOD override dropdown Add sbox_feature_inheritlods Update material icons Balaclava LOD fixes Fixes to Lods so no longer clipping in the head model! Add clear context menu to asset property Add DressSceneObject to ClothingContainer, to condense code repetition SceneObject can replace materials based on attribute value Clothing has EyeMaterial Add gown clothing item Add replacement attribute to citizen skin/eyes Fix skins to use new system Allow right click > open in editor for asset properties Delete junk Fix dress layers Skin5 eyes Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting & more comments Fix NRE in WaterController if PhysicsGroup is not valid Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab Added failing hotload test for static initonly HashSets Added ConcurrentQueueUpgrader Fixed in-place hotload of a HashSet<T> Allow individual types to be added to hotload SkipUpgrader Skip hotload for types in System.Net.Http and System.Text.RegularExpressions Fixed some false negatives when checking if a type is blittable Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader Only start addon worker threads when first needed Make sure hotload verbose log works with and without -tools Cache which static fields need to be watched in hotload Some extra timing info for hotload Added InstanceUpgrader.GetUpgraderOrDefault<T>() DefaultUpgrader field caching, now uses auto-skip Update groups.vgc Added networked attribute based material replacement to ModelEntity Don't force GC collect on hotload, since we're doing it 3x for every compile More persistent caching between hotloads HotloadManager name consistency More timings Revert "Disabled transform structured buffer by default, will be reenabled soon" This reverts commit 72c3854218d52e769ba267ad84d8e6e0394e7f22. Fix instance ID buffer on structured buffers Reenable multiview instancing on shader Update core shaders with structured buffers Cleanup some things and set baseline before major transformation logic refactor Part 2 of baseline cleanup Merge branch 'structured-transforms' of sbox into structured-transforms Remove m_transformAllocator, trim most redundant code out of transfomation
3 Years Ago
Fix hammer steam audio scene generation, probe generation now works
3 Years Ago
ToTitleCase(string) tests Use memoization for short strings in ToTitleCase More ToTitleCase tests
3 Years Ago
I forgot that I already implemented this lmao
3 Years Ago
Reverb baking
3 Years Ago
Fix LOD dropdown defaulting to 0
3 Years Ago
Probe generation
3 Years Ago
More timings
3 Years Ago
More persistent caching between hotloads HotloadManager name consistency
3 Years Ago
Don't force GC collect on hotload, since we're doing it 3x for every compile
3 Years Ago
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
3 Years Ago
Update groups.vgc Added networked attribute based material replacement to ModelEntity
3 Years Ago
Added failing hotload test for static initonly HashSets Added ConcurrentQueueUpgrader Fixed in-place hotload of a HashSet<T> Allow individual types to be added to hotload SkipUpgrader Skip hotload for types in System.Net.Http and System.Text.RegularExpressions Fixed some false negatives when checking if a type is blittable Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader Only start addon worker threads when first needed Make sure hotload verbose log works with and without -tools Cache which static fields need to be watched in hotload Some extra timing info for hotload Added InstanceUpgrader.GetUpgraderOrDefault<T>() DefaultUpgrader field caching, now uses auto-skip
3 Years Ago
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
3 Years Ago
Added InstanceUpgrader.GetUpgraderOrDefault<T>() DefaultUpgrader field caching, now uses auto-skip
3 Years Ago
Fix NRE in WaterController if PhysicsGroup is not valid
3 Years Ago
Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting & more comments
3 Years Ago
Add clear context menu to asset property Add DressSceneObject to ClothingContainer, to condense code repetition SceneObject can replace materials based on attribute value Clothing has EyeMaterial Add gown clothing item Add replacement attribute to citizen skin/eyes Fix skins to use new system Allow right click > open in editor for asset properties Delete junk Fix dress layers Skin5 eyes
3 Years Ago
Different icons for sequence and single frame nodes
3 Years Ago
Set subgraph node UI name to base filename if unnamed Remove customer machine checks "Create Group From Selection" and "Create New SubGraph From Selection" in context menu to make it obvious that they're being created from selection Creating subgraph from selection now works Add subgraph manager so subgraphs can be shared across subgraph nodes (this breaks everything but I've gotta figure it out either way) Give subgraphs a context Subgraph manager sets graph for new subgraph context and sets context for their node manager Fix subgraph saving Set group input/output ids for subgraph node If we paste a subgraph node, clear the input connection map Resync group node input/output node ids in the node instead of node manager, slightly slower but removes dependency on CAnimNodeManager::GetGroupNodeID GetOutputNodeID has optional groupnode id so groupinputnode can know what group its for Detect cyclic subgraph nodes Fix crash when changing subgraph on node with connections Try using a node stack for GetOutputNodeID, breaks highlighting but fuck it for now Break everything so that node ids are unique local to their node manager - this is how dota works so I should do the same Visualizer goes down the path to get to the correct node manager Graph search attempts to check nodes in all node managers, maintaining correct node path in location More search shit Focus on location uses node path Temp fix for going to log item location Add back GetNode functions to IAnimationGraph temporarily to fix remaining errors and see whats what Fix some search crashes Search now works Give graph visualizers a node location so it can restore the node when graph changes Restore nodes for subgraph and blend2d visualizers Remove duplicate node id checking in setcontext, probably not needed now Don't show root anim node in context menu for groups and subgraphs - root should always be in top level probably Add icons for undo redo in context menu Default new group nodes with 1 input and 1 output pins Make undo redo function in context menu Start changing graph fixed data to use node locations instead of node ids - because groups and subgraphs have their own set of nodes, fixed data needs to know where the a node is in the hierarchy Fix creating new subgraph, deal with creating new subgraph inside itself and overwriting later Just bail for now if we try to make a new subgraph that already exists Fix search not working in subgraphs because it was returning the wrong context Fix groups and subgraphs returning their own internal context instead of the context they're in Start working on update node manager that fixed data can use, hopefully this is a better way to go about it Move node tables to update node manager, keep sorted node ids in fixed data Remove some old test code Add update node to correct manager Reserve nodes Add node location to init context so CreateUpdateNode has some context for grabbing child update nodes Getting update nodes from graph binding now uses init path GetOutputNodeLocation now works Fix fixed data returning incorrect update node Keep a flat list of sorted nodes in fixed data Keep a flat list of sorted update nodes in fixed data Remove annoying assert in utils update cycle, usually happens when blend node has missing child, which we're already warned about anyway Fix PropagateNetworkMode - todo: make it work with groups and subgraphs GetOutputNodeLocation uses a node path instead of node stack Remove the need for flat list of nodeids in fixed data Restore code for UpdateSecondaryHighlights from engine branch - doesn't work now anyway and surely can be done better Remove live preview shit, was only proof of concept and should be done much better Better styling for visualization container Fix invalid view rect when opening anim node Add home button to toolbar Toolbar path now clickable buttons instead of text path uses just icons for now, looks shiit with both icon and text Use push buttons for path toolbar, they don't look shit Fix state machine states now showing up in groups Clicking home and path buttons only pushes 1 undo, not multiple Add icon for anim clip nodes Default group in/out pins if no name is specified Do the same for blend node Fix crash initializing unset subgraph node Fix crash searching for unset subgraph node
3 Years Ago
Balaclava LOD fixes Fixes to Lods so no longer clipping in the head model!
3 Years Ago
Update material icons
3 Years Ago
Mouse wheel zoom in and out of face on avatar dresser LOD override dropdown Add sbox_feature_inheritlods
3 Years Ago
Add morph inheriting for in game models
3 Years Ago
Remove vconsole tools we're definitely never gonna use .. and some more Fix clothes showing in wardrobe multiple times
3 Years Ago
Revert changes to SetupPhysicsFromUnscaledModel - Some users have been reporting overlap tests etc sometimes failing. This change was to fix slow downs when loading maps with triggers covering the map, the fixes were only needed on the trigger entity, not native code
3 Years Ago
fixed broken normal map on pallet
3 Years Ago
intercom pallet - tweaks
3 Years Ago
Citizen/animgraph: second draft of big weapon branch refactor
3 Years Ago
Fix crash initializing unset subgraph node Fix crash searching for unset subgraph node
3 Years Ago
Default group in/out pins if no name is specified Do the same for blend node
3 Years Ago
Add icon for anim clip nodes
3 Years Ago
Clicking home and path buttons only pushes 1 undo, not multiple
3 Years Ago
Added failing hotload test for static initonly HashSets Added ConcurrentQueueUpgrader Fixed in-place hotload of a HashSet<T> Allow individual types to be added to hotload SkipUpgrader Skip hotload for types in System.Net.Http and System.Text.RegularExpressions Fixed some false negatives when checking if a type is blittable Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader Only start addon worker threads when first needed Make sure hotload verbose log works with and without -tools Cache which static fields need to be watched in hotload Some extra timing info for hotload
3 Years Ago
Draw2D.TextSize returns a Rect Vector3.ToScreen can take a ScreenSize, returns nullable Vector2
3 Years Ago
Merge in drawhud
3 Years Ago
Fix AddVertex no color
3 Years Ago
Reverb & change our default material so it's not as echoy