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

3 Years Ago
Fix divide by 0 and don't recreate multiple RTs when we hit our min scale
3 Years Ago
Downscale remaining scratch render targets
3 Years Ago
Initial support for resolution rescaling Basic support for rendering to a lower or higher resolution
3 Years Ago
Hammer: Write surface property names to temp file so it's not in game dir
3 Years Ago
Hammer: Write surface property names to file so map builder can add them back, fixes static props losing their surface properties
3 Years Ago
Use InvariantCulture when parsing time in scss too
3 Years Ago
Fix initial fgd autogen needing config folder to exist
3 Years Ago
Hammer: CToolPhysics::IsTargetSelected also checks the target parent, fixes grabbing map meshes that were box selected
3 Years Ago
Hammer: Fix physics simulation selection for map entities that have child map meshes
3 Years Ago
ModelDoc: Make ConvertPhysicsShapesToAoProxies work on box physics shapes
3 Years Ago
ModelDoc: Fix new animgraph save path
3 Years Ago
Add developer shader builder to workflows
3 Years Ago
Add compilation scripts for debug info
3 Years Ago
Introduce debug info flag for vfxcompiler
3 Years Ago
Introduce new header flag in shaders, "DebugInfo" `DebugInfo = true;` in the shader header will now ship debug info with the header
3 Years Ago
Revert debug information when building shaders We have a lot of "DevShader" flags internally, I don't think it's a good idea to ship 5gb of shaders
3 Years Ago
Fix model path spacing not being copied over
3 Years Ago
Hammer: Rework how model path data gets provided to world renderer builder and physics builder
3 Years Ago
Iterate on AOProxy batching
3 Years Ago
Add option to orientate to path Add option for model path spacing
3 Years Ago
Draw panel hovered in panel tree
3 Years Ago
Made Paint a global static Added EngineOverlay and "paintoverlay" event Added Widget.NoSystemBackground, Widget.IsFramelessWindow PanelList highlights selected panel on engine view
3 Years Ago
VoxelSurface: Don't add mesh to builder until mesh is fully created
3 Years Ago
qt update (with pdb this time)
3 Years Ago
Github submodule support git submodule add now works on github with github URLs as the submodules. They will automatically download with the gamemode now
3 Years Ago
Remove dead code Manage controller connected with callbacks and add events for connected / disconnected, this should keep handles in place too on reconnects Controller.TriggerVibration: accept normalized floats instead of 0 <-> ushort.MaxValue and support Xbox trigger impusle rumble.
3 Years Ago
Fix caret position on newline characters
3 Years Ago
qt latest Add managed widget classname for stylesheets
3 Years Ago
Hammer: Place models on path with spacing (more options to come) https://files.facepunch.com/layla/1b1911b1/Hammer%202021-12-19%2010-52-55-00.00.13.056-00.00.36.004-seg1.mp4
3 Years Ago
Hammer: Calculate bounds for model path, fix trace line segment Hammer: Rename Untie model paths to Collapse model paths
3 Years Ago
Add CTRL modifiers for delete and backspace too https://files.facepunch.com/ognik/1b1911b1/2021-12-18_28-28-0beab051-de71-445a-87fe-39df44939834-NrysFZSh.mp4
3 Years Ago
Add CTRL modifiers for left & right caret adjustments on text entries https://files.facepunch.com/ognik/1b1911b1/2021-12-18_14-17-a34ec0fc-abe7-492c-a465-54a671062333-4UFj4YgW.mp4
3 Years Ago
Truncate position of user clip planes
3 Years Ago
Hammer: Initial support for model paths https://files.facepunch.com/layla/1b1811b1/sbox_TjQ5dE5Xwz.png
3 Years Ago
Length.ToString Treeview/node selection callbacks TreeView.ShowHeader property Add Utility.Inspect( object ) Open panel in inspector when selected in panel list
3 Years Ago
Roughness, Ambient Occlusion & Tint Mask now use a slider instead of color input for alternative input https://files.facepunch.com/ognik/1b1811b1/2021-12-17_47-17-d2926c60-0519-49b7-bab6-67846f07181c-simbcN95.png
3 Years Ago
Panel tree mimicking old one Move TreeNode to its own file
3 Years Ago
Mechanism to wait until tool addons are done compiling Allow tools to get Root Panel list Better exception when Sandbox.Reflection call fails DockWidget gets widget events OnVisibilityChanged events Fix window not redrawing background properly Added [Dock] attribute - allows creating new dock panels Add PanelList dock TreeView.Clear Expose ReflectionNode
3 Years Ago
Fixed post processing in maps not working if PP stack is empty - Minor optimization to reduce extra copy, we now only run post processing and copy if we have anything in our stack - Fixed issue with render targets not updating to the new screen resolution for the standard postprocessing shader
3 Years Ago
Fix disabled menu options looking exactly the same as non disabled
3 Years Ago
Frameless window can be resized by hovering an edge Fix white box to the top left of the window when maximized multi-monitor Close/Maximize/Restore/Minimize buttons are full titlebar height like native win10 Can use tab to switch autocomplete/history items Resize game frame on layout
3 Years Ago
Forward SteamInput callbacks to C# Steamworks properly Poll action handles until they're non zero, workaround for a known bug where we shouldn't be needing to do this Update IGA file to match enums and action manifest, add a basic PS4 controller manifest
3 Years Ago
Fix crashes
3 Years Ago
Improved Core basic impact particles
3 Years Ago
Added DoorEntity.OnDamaged Merge branch 'master' of sbox
3 Years Ago
Fix button calling OnClicked twice
3 Years Ago
Adjusted glass surface, added glass.shard and glass.pane surfaces & use those for shatterglass Try to reduce spinning of large shatter glass pieces
3 Years Ago
InteropGen: fixed static functions not generating properly Make all the tool windows consistent with the editor
3 Years Ago
Add ISteamInput interface from Facepunch.Steamworks Initialize Steam Input from managed Add dispatch events to SteamInput for device callbacks dis/connected, these are always called for already connected controllers Update Steamworks 1.53 for Steam Input improvements including Steam Deck support Update networksystem to resolve removal of deprecated funcs / renaming in Steamworks 1.58 SteamInput.EnableDeviceCallbacks() - should be giving us controller connected / disconnected events but isn't, steamworks bug? Basic action manifest with menu & ingame controls sets, in future we could provide a lot more versatile sets for different genres Start exposing a Controller class in Sandbox.Game, let's make them easily grabbable so we can do UI or BuildInput with them directly Chuck up some debug panels in the input settings menu for each connected controller to debug features Async steam input glyph texture loader Generalize Steam Input into a Controller API, abstract all actions into enums close to our pre-existing IN_ actions Quick button prompt panel e.g `<ControllerActionHint ActionName="Jump">`, uses relevant user's bound controller glyphs.
3 Years Ago
Purge all CPhysicsShape of a body, not just CRnShape so our physics shape handles become invalidated properly