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22,417 Commits over 1,614 Days - 0.58cph!

3 Months Ago
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
3 Months Ago
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
3 Months Ago
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 )
3 Months Ago
Fix TextArea not updating on value change Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704) - Also tracking pressed controller buttons now Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968 AssetPublishWidget: when ticking publishing, update the widget properly instead of having to de-select and re-select asset Add recast/detour tile cache AssetBrowser: stopped pinned asset bricking the whole sidebar Editor: When losing focus of scene hierarchy rename popup, treat it as a successful rename Human Hair Updates Humans: added citizen_human_female_staging.vmdl Fix mass ratio typo in box3d Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4 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 Merge branch 'master' into scene-collision-events
3 Months Ago
Fix clothing using the wrong skin
3 Months Ago
VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
3 Months Ago
izIsSoft changes
3 Months Ago
Add Distance and Falloff to Voice Transmitter
3 Months Ago
Split up generation procedure into more functions Convert obstacles from World to NavSpace
3 Months Ago
Humans: skinning updates Humans: more skinning updates & prefab changes Merge branch 'master' of sbox
3 Months Ago
More cleanup, early out if disbaned or toxic
3 Months Ago
Some cleanup
3 Months Ago
Dispose of navmesh + heightfield generators Add native obstacle rasterization for box, cylinder and convex shapes
3 Months Ago
More fixes
3 Months Ago
Upgrade remaining old vmdl files so I can delete all this legacy model code
3 Months Ago
Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that
3 Months Ago
Split generator Into HeightField and NavMesh generator
3 Months Ago
UI: Expose UI.WorldInput.Hovered inside WorldInput component
3 Months Ago
Testing with handshake process fixes if host changes during handshakes...
3 Months Ago
VR: check for headset in PreInit() instead of Init()
3 Months Ago
VR: init g_pVrSystem before finishing material system setup
3 Months Ago
First fix map override task when using launcharguments.map
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
3 Months Ago
Initial tile cache skeleton
3 Months Ago
Fix mass ratio typo in box3d Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4
3 Months Ago
Fix mass ratio typo in box3d Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4
3 Months Ago
Humans: added citizen_human_female_staging.vmdl
3 Months Ago
Human Hair Updates
3 Months Ago
Editor: When losing focus of scene hierarchy rename popup, treat it as a successful rename
3 Months Ago
AssetBrowser: stopped pinned asset bricking the whole sidebar
3 Months Ago
Add recast/detour tile cache
3 Months Ago
AssetPublishWidget: when ticking publishing, update the widget properly instead of having to de-select and re-select asset
3 Months Ago
Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968
3 Months Ago
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704) - Also tracking pressed controller buttons now
3 Months Ago
CollisionSoundSystem uses ISceneCollisionEvents
3 Months Ago
Fix TextArea not updating on value change
3 Months Ago
Add ISceneCollisionEvents
3 Months Ago
Add a bunch of stats to ingame console
3 Months Ago
Human Hair Update
3 Months Ago
Simplify networking options in header bar in editor - drop down options in Network for Simulate Lag, Lobby Privacy
3 Months Ago
Fix typo
3 Months Ago
Optimize navmesh geometry collection by fully utilizing the BVH of a physics mesh
3 Months Ago
Clear volumetric fog texture on creation, this seems to could've caused problems even back on Alyx but issue is bigger now that we don't write to all volumetric fog froxels at once Fix ClearUnorderedAccessViewUint not clearing properly for Texture2DArray and Texture3D
3 Months Ago
Handle TcpSocket not being able to start more gracefully
3 Months Ago
Auto Switch to Best Host Candidate (#1705) Previously anyone could be assigned as a host when the host leaves. Now we'll score lobby members by their average ping and average connection quality to all other peers and use that score to determine who to give the host to. When a host leaves, we'll try to find a good candidate and set the owner immediately first, but if that fails, it'll happen the next time someone is automatically assigned to be the host. Previously, a connecting client could be assigned the host, but this is no longer the case as clients must be fully connected to be considered as a candidate. In addition, we'll periodically attempt to find and change to the best host candidate. This particular behavior can be disabled per project or per lobby.
3 Months Ago
Stop reloading cookies, history etc whenever the asset browser becomes revisible Move project-aware location logic to AssetBrowserLocation, special cases for Core/Citizen, use root title in path widget Refresh asset browser sidebar, hide built in content behind 'Show Base Content' toggle FindProjectByDirectory prefers closest match in case of nested project paths (eg libraries) Disable ShowBaseContent by default Fix long FolderNode labels getting cut off early Selecting sidebar node for current location works with all node types
3 Months Ago
Add server tags as LobbyInformation.Data
3 Months Ago
Remove this log
3 Months Ago
Fix vox category
3 Months Ago
Some tidy up, improvements to algo