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10,450 Commits over 883 Days - 0.49cph!

5 Days Ago
Get rid of xen animations and interaction volume
5 Days Ago
Render state overriding MappingDimensions source Remove S_TRANSFORM_CONSTANT_BUFFER, unused FeatureExists Parallax Occlusion for complex Remove sbox_shared and sbox_vertex Re-organize user shader includes. Add helper functions. Misc API changes to shading model Blendable tri-plannar mapping Update & Cleanup all our shaders Remove Sys( SYSTEM ) Remove sbox_lighting & sbox_pixel
6 Days Ago
Added failing test for hotloading constructed generic MethodInfos Fixed hotloading generic MethodInfos Added extra test for MethodInfos with generic declaring types Added more delegate hotloading tests, one failing Fixed hotload case with lambdas in generic declaring type Fixes #759
6 Days Ago
Oops, Refresh was renamed RefreshData sometime today
6 Days Ago
Request lobby data of advertised lobbies in chat so they stop appearing untilted
6 Days Ago
Don't mount local map projects when running the packaged version
6 Days Ago
Events Widget displays all events, can click through them https://files.facepunch.com/devultj/1b3011b1/sbox_hkJZYAZrYP.mp4
6 Days Ago
Quick doc pass Test some additional uris, fix equal uris not being permitted
6 Days Ago
Quick play around to see if a static API for HTTP is good Add some methods for easily handling JSON requests Move access checks over Add optional params for headers and cancelaition tokens Obsolete Sandbox.Internal.Http Update WebSocket header handling Move Http into Sandbox.Game to align with the public WebSocket class Tests fix More tests Access list changes to allow HttpResponseMessage and HttpContent classes Have to specify what http uris you want to use in project settings, menu ignores this
6 Days Ago
Citizen/animgraph: some readability clean-up (node names, comments...)
6 Days Ago
Fixed particles not going to sleep properly Now happens after the 10 second delay of not rendering like expected Setting a control point on a particle system wakes it up Fixes rain particles not returning after staying outside a precipitation volume for 10+ seconds. Do not error when precipitation volume entity is given empty particle paths Stop looping sounds on destruction of the sound entities snd_event_alignedbox and snd_event_point specifically
6 Days Ago
Redo TAA using luminance as confidence Do the inverse, accumulate samples from noisy areas
6 Days Ago
Remove OpenGL only IVfx::GetDriverInfo() Remove few remaining referenecs to vfx_dx9 and vfx_gl Remove GLSL and HLSL3 from the HLSL annotation parser Delete vfx_gl vfx_dx9 files Don't need per vfx generated antlr code or intermediate dirs vfx cleanup, get rid of vmpi from vfxc and other shit Restore coreclr AMSI patch with new hostfxr init
6 Days Ago
Social: Fixed newest chat overlay message showing the wrong message, or no data at all
6 Days Ago
Support tags in scene world tracing
6 Days Ago
When joining from a gamelobby invite, navigate to /lobby/front
6 Days Ago
Add SceneCamera.GetRay Better selection highlighting Allow AnimatedEntity in prefabs Parent bone support https://files.facepunch.com/garry/21267638-261b-411f-a614-7e33d9edeb6b.jpg
6 Days Ago
Fixed incorrect arguments for gamelobby.invite
6 Days Ago
Prioritize game lobby invitation if it exists, listen to gamelobby.invite event and show menu overlay
6 Days Ago
Fix party lobby invites failing because lobby metadata doesn't initially exist for private lobbies. Fetch, add to queue and process invite on SteamMatchmaking_OnLobbyDataChanged
6 Days Ago
Add DockManager.Clear() - to clear and reset to default values Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor Update cached resource value when saving to disk/memory Add Namespace, FullName to TypeDescription ComboBox correctly changes the CurrentIndex when changing CurrentText Made DockWindow.CreateDynamicViewMenu public Make PropertySheet.AddProperty public Fix crash in ToolWindowManager.Clear Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added EntityPrefab GameResource EntityPrefab tool addon Mark Model as a EntityPrefab.Property Can define csproj name in project settings Don't save package in addons..js Add EntityPrefabEditor not as an addon Re-organize addon Model preview, entity positions Set local positions when spawning Add BBox.AddBBox Zoom out to focus on all of the sceneobjects Fix backwards compatibilty Support Entity Tags Added SceneObject Model setter Transform.ToWorld & ToLocal use Scale, added tests Transform.ToWorld/ToLocal takes scale into account when transforming position Indicate save status Entity copy/paste Fix wrong name in def file Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic Fix entity guids not serializing Debounce the change function Add Entity.Prefab, PrefabRoot,, PrefabGuid Add extensions Fix regular c++ tools not opening Fix treeview selection stopping short Clean up entity node Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4 Don't create these unless we need them Only return valid sceneobjects Keep tree in sync with the scene Highlight renderer Add some api comments on tracing Add TypeDescription.HasAttribute Classes that can be used as prefabs need to be marked with an attribute Can add/remove components Component spawning/updating in game Can select by clicking in the sceneview Set up scene object tracing ready to be filtered by tags
6 Days Ago
Update ci.yml
6 Days Ago
Use nethost to locate the dotnet installation Upload symbols last
6 Days Ago
Add install script Make error nicer
6 Days Ago
Fetch news dynamically on the main menu
6 Days Ago
Initialize using hostfxr, Interop is c# dominant
6 Days Ago
poc Make InteropGen C# initiated Load all the interops Delete .net folder Moved ResolveMapName from netruntime Remove CoreCLR class, squash to only the required Update github actions to setup dotnet More vague with the version Set directory to root when initializing Tools + menu interop init cleanup Remove old interopinit functions Client initialize cleanup Server init cleanup Initialize netcore host explicitly - and not in contentbuilder etc Slightly refactoring Make sure dedicated server still runs
6 Days Ago
Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning
6 Days Ago
Set directory to root when initializing Tools + menu interop init cleanup Remove old interopinit functions Client initialize cleanup Server init cleanup Initialize netcore host explicitly - and not in contentbuilder etc Slightly refactoring Make sure dedicated server still runs
6 Days Ago
More vague with the version
6 Days Ago
Update github actions to setup dotnet
6 Days Ago
Moved ResolveMapName from netruntime Remove CoreCLR class, squash to only the required
6 Days Ago
Drop HAS_NO_ENTRY_POINT macro
6 Days Ago
MappingDimensions spelling error Rename IS_COMPUTE_SHADER
6 Days Ago
Use DateTimeOffset instead of DateTime, fixed NiceTime returning the wrong plurals
6 Days Ago
Set up scene object tracing ready to be filtered by tags
7 Days Ago
Menu: Scheduled Events (#750) - Added events widget to main menu based on data from https://asset.party
7 Days Ago
Messy proof of concept for showing scheduled events on the main menu screen, grabbed by the Api Update ScheduledEvents.Fetch to match new API, sort events by if they're active, then by time Support case where we don't find an event. Minor code cleanup Adjust event widget style Fixed ScheduledEvents not prioritizing active events Format TimeSpan in a front-facing manner (2 days, 10 minutes etc..) Docs pass, cleanup For now, exclude events that have already finished Moved BaseApiResponse to Api.cs GetScheduledEvents refactored, is BaseApiResponse
7 Days Ago
Get rid of "generic" tag from DamageInfo.Generic - it's not really needed and didn't match its summary
7 Days Ago
Make InteropGen C# initiated Load all the interops Delete .net folder
7 Days Ago
Add Saved Game styling for new lobby Merge branch 'master' of github.com:Facepunch/sbox
7 Days Ago
Add cache for lobby member counts - should stop it taking up a bunch of frame time
7 Days Ago
Really doesn't need a big number of samples when going through mipchain, tweak SDF trace roughness
7 Days Ago
Fix AddBlitTextureToTargetLayer not clearing if target has different color mode than source Reenable Mip Chain, correctly generate mipmap chain for depth
7 Days Ago
poc
7 Days Ago
Finish denoising and reprojection, only composite pixels that have really high confidence
7 Days Ago
Cleanup high quality reflections shader Add AMD SSSR, pixel.raytrace.hlsl Add some extra constants to PerViewConstantBuffer_t Iterate on SSR Iterate on SSR Iterate on SSR Use actual depth from projection rather than a depth sample for initial fetch Cleanup Allow option for downsampling it all in a single pass Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap Do mipped downsample of depth buffer for SSR, cleanup code more Trace through mipchain Do last frame copy for SSR Preliminary accumulation, composition and reprojection Iterate reconstruction and reprojection Just changing the view angles doesn't imply in confidence change, offset does Do reprojection with higher precision, use SDF refletions if confidence is low Better reconstruction and denoising Reproject from hit position Bigger reconstruction radius if confidence sucks, avoid fireflies Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr Finish reprojection, cleanup entire code, iterate on denoise Allow MSAA fetch from AddBlitTextureToTargetLayer
7 Days Ago
Render Tags (#758) * Initial commit / backup * Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one * remove unused HasTag overload * Support "world" tag to render only or exclude static objects and hammer geometry * Typo * Include/exclude sunlight and other lights according to set tags * Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights * Let's respect the camera's exclude / render tags in HighlightRenderer * Add tag checks in DrawSceneObject too * Remove unused GetTags overload * Remove unused * ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags * GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag * Only ITagSet is a public interface, hide everything else away * Fix sillyness * Tags property
7 Days Ago
Tags property
8 Days Ago
Fix sillyness