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17,138 Commits over 1,308 Days - 0.55cph!

3 Months Ago
gaussian_bloom_blur compiled material to fix bloom on dev builds
3 Months Ago
hunch satisfied, fuck steamworks
3 Months Ago
New Hair - Tied Dreads!
3 Months Ago
Just testing a hunch
3 Months Ago
Upload to default branch (not staging) Fix NRE
3 Months Ago
Fix warnings
3 Months Ago
more NetworkTable unit tests Lift restrictions on Sync var types (it'll error now instead of silently ignoring)
3 Months Ago
Add GameObject.NetworkSpawn, obsolete Network.Spawn (redirect)
3 Months Ago
Fix NRE Split heartbeat message into ping and pong
3 Months Ago
Update packages in tools
3 Months Ago
ServerList modal
3 Months Ago
Exception wrap INetworkListener calls Move FriendsListModal
3 Months Ago
Map list right click menu Fix NRE in ClothingContainer.Apply Transition cards in
3 Months Ago
Remove unused These updated after a full resource build Package updates Update packages
3 Months Ago
Fix loading screen not being interactive
3 Months Ago
Fix build
3 Months Ago
Fix imprecise degrees <-> radians which was causing bad quat <-> euler Rotation.Angles(): at singularities pitch should always be +-(π/2) A few more tests around euler angles at singularities
3 Months Ago
Time out if we can't connect to a host when joining a lobby
3 Months Ago
Delete all vmat_c except a few required ones - should build correctly on CI since contentbuilder fixes Registering textures here shouldn't be needed anymore
3 Months Ago
Layout and some functionality Renames + new rect view Translate view based on zoom factor Focus point zooming Apply factor to zoom Grid toggle + size, Preview Temp properties Active Material window Material Reference > Active Material Scaling preview better Center better Do grid and material in a less stupid way Clean up Active material panel Short cuts for grid better focusing context menu preview plane sized to material size Open + GetDependants from rect Align preview better Control mode Preview window
3 Months Ago
Less spaghetti on project initialization: only load user projects in editor mode, add & compile built-in first and only error then, remove dead code paths
3 Months Ago
ActionGraph: Automatically mark record properties as expanded
3 Months Ago
Update Facepunch.ActionGraphs
3 Months Ago
Add IRenderContext::GetSubContext() to get or create a sub context for a new thread, use it in managedsceneobject Render contexts can never be passed between threads; they can only be used on the thread that created them. The thread index will be set in the constructor and can't change after that. This causes a problem in our current implementation of SceneCustomObject that reuses the threaded render context on the main thread and expects we can add things,modify and render it from there, for D3D11 it is not a problem since the implementation or driver seems to have a mutex for command lists, but on Vulkan that gives validation errors and causes crashes. Valve has the concept of Secondary RenderContexts but doesn't fit what we need This implements the concept of SubThreads to RenderContext, a very simple way to pass the render context around and consume it in a timely manner, it creates a new render context with the same characteristics as the parent one in a new thread and submits it when the parent context is released Remove pragma optimize off Only override states if target layer wants it so, otherwise subcontext just uses the default rasterizer and depth stencil state, fixes worldpanels with depth test, pass attributes from rendercontext rather than layer
3 Months Ago
Fix issues with loading compiled resource json in editor space
3 Months Ago
Only override states if target layer wants it so, otherwise subcontext just uses the default rasterizer and depth stencil state, fixes worldpanels with depth test, pass attributes from rendercontext rather than layer
3 Months Ago
ActionGraph: Double-click on an input to start editing it https://files.facepunch.com/ziks/1b1811b1/sbox-dev_Gea8n5mihG.mp4
3 Months Ago
Remove pragma optimize off
3 Months Ago
Add IRenderContext::GetSubContext() to get or create a sub context for a new thread, use it in managedsceneobject Render contexts can never be passed between threads; they can only be used on the thread that created them. The thread index will be set in the constructor and can't change after that. This causes a problem in our current implementation of SceneCustomObject that reuses the threaded render context on the main thread and expects we can add things,modify and render it from there, for D3D11 it is not a problem since the implementation or driver seems to have a mutex for command lists, but on Vulkan that gives validation errors and causes crashes. Valve has the concept of Secondary RenderContexts but doesn't fit what we need This implements the concept of SubThreads to RenderContext, a very simple way to pass the render context around and consume it in a timely manner, it creates a new render context with the same characteristics as the parent one in a new thread and submits it when the parent context is released
3 Months Ago
EditorSplashScreen remove StaysOnTopHint - intrusive to all other OS windows and hides exception dialogs Bail starting tools if our base projects fail to compile because nothing will work and it's impossible to recover
3 Months Ago
String table, empty entry unit test
3 Months Ago
Handle empty entry in StringTable Don't try to multiple Term GameObjects Differentiate between Network Root objects and network objects in tree Fix network object serialization Better errors when component deserialize errors Don't network spawn disabled objects
3 Months Ago
Actually use the sky_camera offset/angle/scale in native
3 Months Ago
Delete unused 2d skybox tracking CSceneWorld::m_skyboxes Restore deleted 3d skybox view layers Delete SceneCamera.Skybox - this was a stupid way to do it Add internal SceneSkybox3D, create this from skybox_reference in SceneMapLoader using its own MapLoader SkyboxMapLoader loads 2d skybox
3 Months Ago
Network spawn cleanup
3 Months Ago
When serializing network objects, don't include child network objects
3 Months Ago
Updated Facepunch.ActionGraph
3 Months Ago
Handle exceptions in Panel.FinalLayout
3 Months Ago
Add Model.Cube, Sphere, Error Add Particle.Get, Set for storing extra data Add ParticleEffect.OnParticleCreated, OnParticleDestroyed Fix panel NRE
3 Months Ago
Fix crash in ComputeMass
3 Months Ago
Send ClientReady after snapshot load Fix not waiting for OnLoad when joining server Trim debug output
3 Months Ago
Refactor SteamLobby Update SteamLobbyConnection id from ConnectionInfo
3 Months Ago
Fix NRE when reporting project errors
3 Months Ago
Remove some unused properties from voice
3 Months Ago
All sounds can compute amplitude now, add Voice.Amplitude and SoundHandle.Amplitude
3 Months Ago
ActionGraph: Output plug labelling https://files.facepunch.com/ziks/1b1711b1/sbox-dev_U6sndV7yzy.mp4
3 Months Ago
WIP output labels
3 Months Ago
Expose Editor.Application.FocusWidget Update Facepunch.ActionGraph
3 Months Ago
Simplify ActionPlug<T> Split up ActionNode.cs Implement EnumControlWidget.IsControlActive ControlSheet: return created widgets ActionGraph: Fix some undo edge cases
3 Months Ago
Initial experiment to see if we can turn shaders into a normal compiled resource Clean up Always spew info for now Don't need ShaderHooks stuff anymore We will need another way to selectively compile in fast mode in future Remove useless asserts