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20,835 Commits over 1,522 Days - 0.57cph!

3 Years Ago
Update FgdWriter.cs FGDWriter better handles nullables DefaultValue generator handles int/float nullables
3 Years Ago
Ready text Buttons can have subtitles Hack to make map selection less shit Error Fixes
3 Years Ago
Fix surface.asset causing fgd parsing errors
3 Years Ago
IBreakCommand => IModelBreakCommand
3 Years Ago
Make Analyzers and references work with relative paths
3 Years Ago
Add BBox.FromPositionAndSize Update to net6 vpc support for vs2022 🙄🔫 vs2022 fixes New bat files
3 Years Ago
Custom constbuffer support for shaders Sandbox.ConstantBuffer.Create ConstantBuffer.Update Render.Set Constbuffer variant Compute.WithAttribute Constbuffer variant
3 Years Ago
Move car vmdl to rust addon for now so tools stop trying to recompile it
3 Years Ago
Filter out all kinds of damage except bullet and physics impact for now
3 Years Ago
Only generate shard model on client when there's a valid parent panel with a material set
3 Years Ago
Don't try to shatter if the shatter point is outside of the shard
3 Years Ago
Allow shatter on physics impact although the effect isn't as good as it can be yet
3 Years Ago
Glass thickness property instead of half thickness
3 Years Ago
Don';t delete shard if we didn't manage to shatter it
3 Years Ago
Only try to reset glass panel if it's broken
3 Years Ago
Add half thickness property to shatter glass, clamp to sane values
3 Years Ago
Add glass material property to shatter glass
3 Years Ago
Add entity network ident to list before calling spawn so that setting entity net vars works in spawn
3 Years Ago
Initial reimplementation of func_shatterglass https://files.facepunch.com/layla/1b1111b1/sbox_xf1v5teDcI.png
3 Years Ago
Shotgun aim workarounds
3 Years Ago
Iterate on C# part of water, fix reflection being 1 frame behind
3 Years Ago
Allow RootPanel.Parent = null though
3 Years Ago
Throw if trying to set RootPanel.Parent Fix a couple of NREs preventing -dedicated from working
3 Years Ago
Fix scenesunlight thinking it has a cascade light when it doesnt
3 Years Ago
Curved world panels https://files.facepunch.com/ognik/1b1111b1/2021-11-03_44-40-9c54a4e0-996b-49ca-a6b2-b2dcd37360e3-g2DnGRqd.png
3 Years Ago
Cache break command data Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData
3 Years Ago
ResourceTypeAttribute vsnap Delete breakable_door_model node Delete Model.GetBreakParicle write FGD structs for modeldoc only once FGDWriter can write ModelBreakCommand to modeldoc fgd Added Library.GetType( string ) Added Model.GetBreakCommands Breakables class runs BreakCommands, added ModelBreakParticle break command
3 Years Ago
Industrial light - large light for construct warehouse Merge branch 'master' of sbox
3 Years Ago
Expose and doc more on WorldInput public class; UseMouseInput allows nice usage with Input.Cursor rays
3 Years Ago
Fix addon_add
3 Years Ago
Generate valid addon folder name in s&box.sln for linux Switch sln & csproj generation to use relative paths
3 Years Ago
Fix world panel input by changing WorldInput.Update to [Event.WorldInput.Build] called from the input system. WorldPanel.RayToLocalPosition: fix wrong local position being used for inside checks Simulate right (and middle) mouse button properly in world panel input. Iterate on WorldInput, allow multiple simulated inputs at the same time by migrating state to games Fix inverted x pos and lack of world scale awareness in WorldPanel ray to local code Use WeakReferences of WorldInputs to iterate, gives addon state full ownership and lets GC work nicely. Clear WorldInput reference list on LoopEvent.Init/Shutdown
3 Years Ago
Optimization pass for shader when they're not dev shaders
3 Years Ago
Remove debug optimize guard
3 Years Ago
Fix light constants not being filled properly if not using cascade light, use data from baked sunlight from lightbinner
3 Years Ago
MoveHelper: Nudge move trace endpos along normal by a small margin to avoid next movement thinking we started in solid, stops movement from getting stuck so often
3 Years Ago
Add Vector2.Distance and Vector2.DistanceBetween to stay consistent with Vector3
3 Years Ago
Don't let the engine mess with player movement when standing on a pusher
3 Years Ago
Added gradient circle additive effect material
3 Years Ago
Simple dev ladder tileset https://files.facepunch.com/louie/1b0911b1/sbox_gtlRLpsAJC.png
3 Years Ago
Fix some incorrect SCSS parsing on UI tests
3 Years Ago
Added some helpful effect materials Added Sticker overlays https://files.facepunch.com/louie/1b0911b1/sbox_vEmU2PkVoN.png Merge branch 'master' of sbox
3 Years Ago
Maintain CRLF line endings in FGDs + remove trailing whitespace Update base.fgd
3 Years Ago
Added SCSS transform: skew, skewx, skewy https://files.facepunch.com/ognik/1b1011b1/2021-11-00_53-21-7df47bce-2801-4ecc-8566-8593482305e5-qKyC3FrM.png
3 Years Ago
SetProperty fallback on [Property] attributes, fixes map entities not working from having their properties not set
3 Years Ago
M_PI2, M_INVPI, M_INV2PI & PolarCoordinates for proceedural.hlsl
3 Years Ago
Shotgun aim matrix attachment moved to bone in separate hierarchy + adjusted poses Merge branch 'master' of sbox
3 Years Ago
shaders/common/proceedural.hlsl for useful shader funcs Noise: - FuzzyNoise - ValueNoise - Simplex2D Masks: - Checkerboard - Circle - Ellipse - Square - Rect UV transform helpers - TileUv - OffsetUv - TileAndOffsetUv
3 Years Ago
Generator error if you try to [Net] a static property INetworkSerializer.Read: use ref of NetRead NetWrite.Write don't try to blindly write ref or containing ref types
3 Years Ago
Fix world panel input by changing WorldInput.Update to [Event.WorldInput.Build] called from the input system. WorldPanel.RayToLocalPosition: fix wrong local position being used for inside checks Simulate right (and middle) mouse button properly in world panel input. Iterate on WorldInput, allow multiple simulated inputs at the same time by migrating state to games Fix inverted x pos and lack of world scale awareness in WorldPanel ray to local code