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20,876 Commits over 1,522 Days - 0.57cph!

3 Years Ago
Load all entities from our local base addon dll Make resource types on properties work properly, Texture Model etc. - handle Tags on map classes and start parsing [Input]
3 Years Ago
New Hair -Drawn on Eyebrows For the people who shaved off their eyebrows! New quick eyebrow option, goes quite well with the bob-cut hairstyle. Merge branch 'master' of sbox
3 Years Ago
Fixed listen servers not joinable
3 Years Ago
New Hair - Eyelashes! We have beautiful new eyelashes!
3 Years Ago
Change root node to use input connection instead of child id CAnimGraphFixedData::GetUpdateNode asks the node for the actual update node when output id is valid Never add a update node for child nodes that have a valid output id (nodes connected to groups) Cleanup Try to update secondary highlights for group nodes
3 Years Ago
FidelityFX Super Resolution Rework the resolution rescaler to use FSR instead of bilinear to provide a higher quality image when rescaling from a smaller resolution scale back to native Merge pull request #182 from Facepunch/fsr-working Implement Fidelity FX Super Resolution for resolution scaling
3 Years Ago
Better way of bypassing group nodes when creating update nodes but still not ideal
3 Years Ago
Check all nodes in graph when replacing node id references from copy paste, not just the ones in the current node manager
3 Years Ago
Make sure the child node is resynced last
3 Years Ago
Resync graph nodes for parents when attribute is modified, they may have been refreshed
3 Years Ago
Simulate ripples on bullet impact https://imgur.com/a/8eGjZdj
3 Years Ago
Don't use nullable for water properties, set default value instead
3 Years Ago
New ripple simulation with collisions Add drag to fluid simulation and collisions Cleanup ripplecompute and how ripples are added Fix seamless entry on water, better water caustics, remove options for tesselation other than on/off, iterate on waves Cleanup hull base shader Cleanup ripple collision and propagation Adjust ripple strength New underwater surface method Port eyeball shader to use our shared code, fixes clip planes on water Add fog support to water surface, cleanup Clamp radius of water directly on C# side, send D_VIEW_INTERSECTION combo Put water combos right into place, upload water shader objects (including ripple) Propagate ripple by framerate, fixes it slowing down on low framerates Don't put r_water_ripples inside RippleCompute.cs, breaks when pushing it to shader Add render bounds for water, only render water if we are are looking at it's bounds Use two tone fog by default on test water Push latest water shader objects
3 Years Ago
Can manually dispatch CI workflow to force a full rebuild for when incremental builds get fucked
3 Years Ago
Delete loads of C++ entities that were removed from fgd ages ago or just legacy as fuck, clean up loads of shit because of it too. Important we do delete these after removing them from fgds because the engine will still create them if a map has specified them previously
3 Years Ago
Remade break piece nodes on traffic cone model
3 Years Ago
Recompiled traffic cone and gibs Updated asset tags
3 Years Ago
Refresh references to input/output node ids in group node if they're old Fix crash in graph binding if group output isn't hooked up to anything
3 Years Ago
Delete the old output edges and recreate them with the new node Fix output pins of group input not connecting up to input pins of group output properly Make sure output plug edges are removed and recreated on node refresh Add CAnimNodeBase::GetGraph so we don't always have to go through the context to grab the graph Bypass group nodes when creating update nodes for graph binding Get the correct child id when bypassing group nodes Switch blend anim node to use input/output ids as a test kv3 conversion for CBlendAnimNode Draw node stacks differently with secondary highlight
3 Years Ago
Map class variables type themselves from the C# Property Type now and their default value is set too. Clean this shit up using partial classes keep it nice and tight.
3 Years Ago
Citizen: updated unicycle pedaling animation with 8% leg X scaling
3 Years Ago
Fixed Entity IO output arguments sometimes getting an unexpected prefix
3 Years Ago
Updated Screen Space particle overlay Fixed missing bollard base LODs Added simple map to toolscenelightrigs
3 Years Ago
Citizen: added unicycle pedaling animation (basic for now)
3 Years Ago
Citizen: first Unicycle Frenzy sequences + more animgraph comments
3 Years Ago
Fix exception when generating thumb
3 Years Ago
Added failing test involving JsonSerializerOptions Moved special handling hotload upgraders Special json hotload handling, fixes #213 Fixed bug hotloading lambdas in generic methods
3 Years Ago
Add getters for post processing, removed unused dof texture render target, removed parent requirements
3 Years Ago
Make post process VignetteSettings so you can read and they have defaults @ogniK5377 can you do this for all the others? BaseWeapon: don't return trace if no hit
3 Years Ago
Fix UI scaling causing unevenness Add Render.Draw2D.BlendMode Run deferred UI deletes before layout, so they don't appear there
3 Years Ago
Don't force perspective last, transforms are left to right. Negate translate for perspective
3 Years Ago
New ripple simulation with collisions Add drag to fluid simulation and collisions Cleanup ripplecompute and how ripples are added Fix seamless entry on water, better water caustics, remove options for tesselation other than on/off, iterate on waves Cleanup hull base shader Cleanup ripple collision and propagation Adjust ripple strength New underwater surface method Port eyeball shader to use our shared code, fixes clip planes on water Add fog support to water surface, cleanup Clamp radius of water directly on C# side, send D_VIEW_INTERSECTION combo Put water combos right into place, upload water shader objects (including ripple) Propagate ripple by framerate, fixes it slowing down on low framerates Don't put r_water_ripples inside RippleCompute.cs, breaks when pushing it to shader
3 Years Ago
Warning Fix Warn if ui template not found Update transforms test
3 Years Ago
Allow maps to specify which games they support
3 Years Ago
Get rid of bindings & rt pipeline init
3 Years Ago
Add entities to Hammer GameData straight from games assembly data (skipping fgd) Use an AssemblyLoadContext for game binaries in Tools/Hammer so we can use real Reflection instead of Cecil We can load entities from remote packages too, put it all into a simple `Hammer.LoadEntitiesFromPackage( "facepunch.minigolf" )` Clean up GDVar code a bit to keep our changes manageable, we don't need S1 fgd parser or game units/items Turns out we were using the legacy stuff, switch it all over to KV3 Populate entity gamedata properties Make structured MapClass w/ mirroring to native GameData so we have access to map entity classes in managed easily Port Hammer Entity tool to C#, can pick s&works games from within the tool and use the game entities straight away Don't output entities with FGDWriter Load entities from all active LocalAddon when Hammer is started, split the API for local/remote package to make it saner Load entities straight from Sandbox.Game.dll too Hammer: don't load any .fgds from addons, we only load core/fgd/s&box.fgd now for remaining C++ entities Remove DotaMaxTrees Load managed GameData after engine fgd is read, copy native engine entities to our managed lists and then mirror our managed game classes back to native Copy variables to native Make our entity tool properly functional and less shit, add a button that pops up a dialog to use entities from remote games.
3 Years Ago
Move Rank/Leaderboard config to meta, GameConfiguration is dead 🙌
3 Years Ago
ComboBox/EnumBox can have tooltips/descriptions Move MapSelect stuff to meta
3 Years Ago
When a datasource bind errors, tell us which one Panel binding properties don't need a [Property] Server button resolve map name
3 Years Ago
Local addons can store metadata in their config Include local metadata when uploading addon MinPlayers/MaxPlayers in meta Remove GameConfiguration.MinPlayers, MaxPlayers Package.Meta will use local addon if available EnumBox handles int and JsonElement Move GameConfiguration.NetworkType to addon meta
3 Years Ago
Remove DotaMaxTrees Load managed GameData after engine fgd is read, copy native engine entities to our managed lists and then mirror our managed game classes back to native
3 Years Ago
Remove cur spv Set buffer data Create attributes & start binding our buffers
3 Years Ago
Strip out TLAS & BLAS, we dont want hw specific specs
3 Years Ago
Get a render device initialized Get rid of vk rt init Switch scene buffers to structured buffers and const buffers
3 Years Ago
Hooking up nodes to group node input now works
3 Years Ago
Save input connection map for group node Generate a unique id for connection proxy output Do the same for output node Add util for saving/loading hash table but direct value instead of ptr value (annoying, why can't the schema shit just handle hash tables?) Save input connection for connection proxy items
3 Years Ago
Rename ianimgroup to igroupanimnode
3 Years Ago
Auto create group input/output nodes when creating group node Hook up group node input/output node IDs Create group node child/parent plugs using their input/output nodes
3 Years Ago
Fix lobby map being overwritten when map selection is hidden
3 Years Ago
Load entities straight from Sandbox.Game.dll too Hammer: don't load any .fgds from addons, we only load core/fgd/s&box.fgd now for remaining C++ entities