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22,418 Commits over 1,614 Days - 0.58cph!

3 Months Ago
Rename CNavMeshCachedData -> CNavMeshHeightFieldData
3 Months Ago
More resilient native memory pooling
3 Months Ago
Add CameraComponent.CustomSize to override aspect ratio. When rendering to a render target, sometimes you want the aspect of the screen and not the texture Add CameraComponent.ProjectionMatrix Add CameraComponent.CalculateObliqueMatrix to clip projection with a worldspace clip-plane
3 Months Ago
Delete view_shared, move CViewSetup to camerarenderer and start removing unused junk from it
3 Months Ago
Organisation -> Organization where necessary Resolves Facepunch/sbox-issues#6822
3 Months Ago
Support drag data for GameObjectControlWidget, resolves Facepunch/sbox-issues#6998 https://files.facepunch.com/tony/1b2311b1/sbox-dev_xLjcpe9xed.mp4
3 Months Ago
Fixed NRE when trying to delete non-asset files, resolves Facepunch/sbox-issues#7002
3 Months Ago
Scene collision events (#1707) An interface to listen for all collision events that happen during a physics step
3 Months Ago
Make navmesh generator pools static Pool memory for native tile heightfields
3 Months Ago
First fix map override task when using launcharguments.map Testing with handshake process fixes if host changes during handshakes... Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that More fixes Some cleanup More cleanup, early out if disbaned or toxic
3 Months Ago
Fixed .config files not being added to appropriate string table for clients to receive changes
3 Months Ago
Internal CommandList with calling action directly Temp pass RenderEffect inside the command list directly
3 Months Ago
Add Graphics.ResourceBarrierTransition supports transitioning Textures and ComputeBuffers states currently, e.g if you wanted to signal a resource should be readable in fragment after a compute write to it
3 Months Ago
Update default JSON ignore condition to use JsonIgnoreCondition.Never Resolves Facepunch/sbox-issues#6995, Resolves Facepunch/sbox-issues#6953, Resolves Facepunch/sbox-issues#6349
3 Months Ago
Revert marking the entire navmesh as unwarkable
3 Months Ago
Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods Add DrawModelInstanced methods to CommandList Add CommandList.Set for ComputeBuffer<T>
3 Months Ago
Load Model.Plane
3 Months Ago
Restore colliders on rigidbody disable if the collider is still active Don't let collider dictate body type when there's a rigidbody, colliders could have a mix of statics so rigidbody should be the authority on this
3 Months Ago
Update summary to be more clear on what this interface is for
3 Months Ago
Fix NRE in NavMesh Dispose
3 Months Ago
Optimize culling in navmesh debug draw
3 Months Ago
Hook up Package.Data GameModal now correctly uses GameConfig from backend Fix "no screenshots" being thin After purchase, keep refreshing until we have the item Indicate when you already own items
3 Months Ago
Asset Browser: Show 'Open File Location' in context menu when searching too Asset Browser: Disable flat/recursive toggle button when searching or in meta location
3 Months Ago
Restore AssertNoGraphErrorsInScene test Fixes #1709
3 Months Ago
Lazy-initialize NavMesh GeneratorPool
3 Months Ago
Give each scene dock a unique name and fix load order so we maintain layout positions Move window layout to project cookie, will fallback to importing from editor cookie for now
3 Months Ago
Expose BoneCollection / Bone to ActionGraph Fixes Facepunch/sbox-issues#6878
3 Months Ago
Fix NRE on native data
3 Months Ago
Be very careful about when we load assemblies in LoadNetworkTables Facepunch/sbox-issues#6984 Only warn once if Json serialization happens during a hotload Facepunch/sbox-issues#6984
3 Months Ago
Fix memory leak in navmesh builder
3 Months Ago
Add cylinder obstacle
3 Months Ago
Internal intersect events on physicsworld, no one should need them Make use of InvokeWithWarning
3 Months Ago
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet Don't return components on objects that are IsDestroyed Humans: skinning updates VR: init g_pVrSystem before finishing material system setup VR: check for headset in PreInit() instead of Init() UI: Expose UI.WorldInput.Hovered inside WorldInput component Upgrade remaining old vmdl files so I can delete all this legacy model code Humans: more skinning updates & prefab changes Merge branch 'master' of sbox Add Distance and Falloff to Voice Transmitter izIsSoft changes VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks Fix clothing using the wrong skin Fix HasUnsavedChanges being sucked into GameResource GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC) Change prefab icon color Add GameObject.GetPrefab( string ) AssetBrowserLocation tracks location type (code, assets etc) Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic Asset Browser: Improve navigation outside of project tree Path widget only displays what can fit instead of freely growing, hide rest behind flyout Ignore calls to Scene.Parent.set Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing which they do - like when creating attachments Add GameObject constructor which takes a parent Expose PerChannel<T>.Get and Set Print a list of new items in console after check out Uninstanced prefabs (#1708) Can retrieve components and child gameobjects from uninstanced Prefabs Asset Browser: streamline navigation flow Asset location presentation tweaks, improved path handling Initial path widget width because it starting off small is so very annoying Fix NRE in PrefabFile.PostReload Fix NRE in CloudBrowser Fix warnings Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949 Can DrawInstanced a number of instances without uploading data Remove unused asset browser node type Fix some Gizmo functions drawing an obsolete vertex object instead of nothing When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing. They now correctly draw nothing if an empty Enumerable passed. Fix asset browser NRE, default location stomping cookied path Disable undo/redo menu buttons when there's no active editor session Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles() Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985 Merge branch 'master' into navmesh-dynamic-obstacles
3 Months Ago
Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985
3 Months Ago
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
3 Months Ago
Spread navmesh obstacle updates across multiple frames
3 Months Ago
Fix asset browser NRE, default location stomping cookied path Disable undo/redo menu buttons when there's no active editor session
3 Months Ago
Fix some Gizmo functions drawing an obsolete vertex object instead of nothing When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing. They now correctly draw nothing if an empty Enumerable passed.
3 Months Ago
Progress on tile caching & dynamic obstacles https://files.facepunch.com/lolleko/1b2111b1/sbox-dev_CQAKEpUbQk.mp4
3 Months Ago
FOV and distance culling for navmesh debug draw
3 Months Ago
Remove unused asset browser node type
3 Months Ago
Can DrawInstanced a number of instances without uploading data
3 Months Ago
Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949
3 Months Ago
Fix warnings
3 Months Ago
Fix NRE in PrefabFile.PostReload Fix NRE in CloudBrowser
3 Months Ago
Asset Browser: streamline navigation flow Asset location presentation tweaks, improved path handling Initial path widget width because it starting off small is so very annoying
3 Months Ago
Uninstanced prefabs (#1708) Can retrieve components and child gameobjects from uninstanced Prefabs
3 Months Ago
Disable AssertNoGraphErrorsInScene test
3 Months Ago
Print a list of new items in console after check out
3 Months Ago
Expose PerChannel<T>.Get and Set