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20,861 Commits over 1,522 Days - 0.57cph!

3 Years Ago
Rename m_SboxCleanupFilterCallback Remove duplicate code
3 Years Ago
#define LIGHTMAP_QUERIES Cleanup Fixed everything defining its own RenderAttributes accessors, fixed Compute sharing main render pipeline's attributes
3 Years Ago
Community voted against the Physics. namespace
3 Years Ago
Fix comments pointing to old physics classes IRenderContext to engine, removed ConstantBuffer stuff from gameglue - avoided AllocHGlobal Setup Global.PhysicsWorld properly
3 Years Ago
Exposed hotload skip attrib and callback interfaces Deleted empty INotice.cs Added cl_hotload_log and sv_hotload_log console vars Fixed possible NRE when setting up console vars SkipHotloadAttribute now supports properties Fixed hotload test assemblies having wrong package ID Replaced hotload callback interfaces with IHotloadManaged Destroyed() returns a state dictionary that is passed to Created() in the new instance Don't let Hotload see some sensitive fields IHotloadManaged.Destroyed() now passes in a dictionary ready for use
3 Years Ago
New handle system, move physics to engine, delete IManagedContext, EngineVersion++ Exit properly if there were problems with the assembly Removing obsolete stuff Move ELightShadowMode to engine Handle fixes
3 Years Ago
new wheely bin files and prefab
3 Years Ago
Initial resolution scaler Cleanup resolution rescaler Recompile passthrough shader Merge pull request #172 from Facepunch/internal-res Preliminary internal resolution scaling
3 Years Ago
Exposed hotload skip attrib and callback interfaces Deleted empty INotice.cs Added cl_hotload_log and sv_hotload_log console vars Fixed possible NRE when setting up console vars SkipHotloadAttribute now supports properties Fixed hotload test assemblies having wrong package ID Replaced hotload callback interfaces with IHotloadManaged Destroyed() returns a state dictionary that is passed to Created() in the new instance Don't let Hotload see some sensitive fields IHotloadManaged.Destroyed() now passes in a dictionary ready for use
3 Years Ago
Recompile passthrough shader
3 Years Ago
Cleanup resolution rescaler
3 Years Ago
Initial resolution scaler
3 Years Ago
Updated Citizen blendshapes. Updated Citizen AO now you can sometimes see the inner lip TreeNodes support context menus, added context menus to asset browser folders Create in folder options Loading screen can access game/map packages Don't let Hotload see some sensitive fields Add Label.Indent, Label.Margin, Label.Alignment Add AssetType.Icon128 Add Widget.ReadOnly Add OneWayBind Added Asset.Compile() Asset Inspector basics Fixed ArgDelegate.FromInterop ignoring the second argument for native code Fixed obsolete warning in AnimEntity Stubbed out QBrush and QPen so we don't actually use them Rename CDataModel to CManagedDataModel because it's creating confusing conflicts Added SceneWidget Fixed selfillum bleeding on studio light projector Animgraph: Allow zooming while dragging a connection Make IgnoreAssetDirectory more robust so it doesn't ignore folders like "objects" because it has "obj" in the string true & false are now valid values for convars Add ability to toggle SDF reflections in the settings menu Add ability to toggle SDF reflections in the settings menu Rebuild sbox_glass, recompile glass material updated prefab, textures/materials updated door prefabs, added nav blocker to some existing breakable (created new ones), added parameter to cctv/projector prefab glass material/texture pass added pebble alpha trim fixed normal on riverbed texture Use a better cvar name for reflections Add video setting for water ripples GameTask.CompletedTask and GameTask.FromResult<T> Add generic return type to GameTask.FromResult Hammer: Add zooming and panning to fast texture tool so it's a bit more usable https://files.facepunch.com/layla/1b1211b1/sbox_TQOriGr5yY.mp4 Hammer: Experimental support for baking tilemeshes when exporting selected object to model https://files.facepunch.com/layla/1b1311b1/sbox_TgbMC0BNya.mp4 Set additive blending feature to be in the correct section, allow features.minimal to be compiled again model/ prefab update for breakable/navblock Move from invscale to scale
3 Years Ago
Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas
3 Years Ago
Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side
3 Years Ago
model/ prefab update for breakable/navblock
3 Years Ago
HandleChild stuff isn't needed now
3 Years Ago
InteropGen returning asref works as you'd expect
3 Years Ago
IParticleDefinition resource type, SceneParticles has constructors
3 Years Ago
Allow defining SceneWorld when creating base SceneObject
3 Years Ago
GameGlue SetSceneMonitor* aren't needed GameGlue.GetWorldEntity no longer needed
3 Years Ago
Set additive blending feature to be in the correct section, allow features.minimal to be compiled again
3 Years Ago
Remove CurrentSceneWorldChanged Remove ParticleManager m_pSceneWorld stuff Add SceneObject.Attributes ( replaces SetValue, SetComboValue, GetBoolValue etc) Move SceneMonitorObject to obsolete file Changed SceneWorld.SceneObjects to a HashSet
3 Years Ago
Hammer: Experimental support for baking tilemeshes when exporting selected object to model https://files.facepunch.com/layla/1b1311b1/sbox_TgbMC0BNya.mp4
3 Years Ago
updated prefab, textures/materials updated door prefabs, added nav blocker to some existing breakable (created new ones), added parameter to cctv/projector prefab glass material/texture pass added pebble alpha trim fixed normal on riverbed texture Merge branch 'master' of sbox
3 Years Ago
Hammer: Add zooming and panning to fast texture tool so it's a bit more usable https://files.facepunch.com/layla/1b1211b1/sbox_TQOriGr5yY.mp4
3 Years Ago
Add generic return type to GameTask.FromResult
3 Years Ago
GameTask.CompletedTask and GameTask.FromResult<T>
3 Years Ago
Restore SceneWorld.SetCurrent legacy functionality MonitorSceneObject becomes ScenePortal
3 Years Ago
Add video setting for water ripples
3 Years Ago
Renaming some others
3 Years Ago
SceneParticleObject to Engine Type Forwarding
3 Years Ago
Backwards compatibility for Light
3 Years Ago
SceneObject registers handle Move SceneModel to Engine InitAnimGraph ( avatar on menu screen works again )
3 Years Ago
Add Global.SceneWorld, Global.SceneWorldDebug Call GameLoop.OnWorldSession when worldsession available Light becomes SceneLight, AnimSceneObject becomes SceneModel
3 Years Ago
Add archive flag
3 Years Ago
Use a better cvar name for reflections
3 Years Ago
Rebuild sbox_glass, recompile glass material
3 Years Ago
Add ability to toggle SDF reflections in the settings menu
3 Years Ago
true & false are now valid values for convars
3 Years Ago
Make IgnoreAssetDirectory more robust so it doesn't ignore folders like "objects" because it has "obj" in the string
3 Years Ago
Animgraph: Allow zooming while dragging a connection
3 Years Ago
Fixed selfillum bleeding on studio light projector
3 Years Ago
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr Added EntityManager.CleanUpMap( filter ) Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup] Added EntityManager.DefaultCleanupFilter
3 Years Ago
Transition SceneObject to Engine
3 Years Ago
Stubbed out QBrush and QPen so we don't actually use them Rename CDataModel to CManagedDataModel because it's creating confusing conflicts Added SceneWidget
3 Years Ago
Fixed ArgDelegate.FromInterop ignoring the second argument for native code Fixed obsolete warning in AnimEntity
3 Years Ago
3 Years Ago
Initial resolution scaler
3 Years Ago
Add Label.Indent, Label.Margin, Label.Alignment Add AssetType.Icon128 Add Widget.ReadOnly Add OneWayBind Added Asset.Compile() Asset Inspector basics