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

3 Months Ago
On Dedicated Server you can pass a path to a .sbproj with +game to load a local project. Hotloading works as usual for connected clients.
3 Months Ago
Fix lobby config max players
3 Months Ago
Optimize Navmesh agent ground trace not to run every frame
3 Months Ago
Fix CPhysicsBody::FindClosestPointOnConvexShapes not working for Spheres and Capsules Resolves Facepunch/sbox-issues#6909
3 Months Ago
Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly. Separate overload as not to mess with any existing game packages Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P)
3 Months Ago
Keep the accumulator. Fix the issue properly.
3 Months Ago
[DONT MERGE] Cupertino: Hardcode some paths and fix trailing slashes, note that outside windows steam_api64 dll is just called steam_api
3 Months Ago
Revert to old fixed update logic. It appears the root issue was synchronized server time causing more fixed updates than it should due to Time.Now changing. This resolves the issue I was trying to solve initially, and also fixes Facepunch/sbox-issues#6906
3 Months Ago
Add rendermesh resource Add rendermesh asset type Allow sceneobject to be created from rendermesh Add MeshRenderer Add vmesh asset preview Don't hide vmesh assets
3 Months Ago
Cupertino: Libvideo, libSkiasharp, libmpg123 binaries Cupertino: libHarfBuzz and libdxcompiler, configdefaults.osx.vcfg ( do we need this? :S ) Game boots again
3 Months Ago
Initial Tiled Navmesh Generation (#1689) Goal for this PR is too match current NavMesh functionality, but instead of generating a single large tile, generate multiple smaller tiles instead. This fixes a couple of NavMesh issues, most of them related to nav generation for large maps. Pathing should also improve slightly, since the NavMesh now broken up into smaller polygons. This will be particular noticeable in maps with large empty space and only a few obstacles. The PR does not change the API and should only result in minor behavioral differences, caused by the generated NavMesh being slightly different. https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_w9mTXjsyWd.jpg
3 Months Ago
Ignore self in ground trace
3 Months Ago
Prebuilding menu project halves startup time
3 Months Ago
Removed unused code
3 Months Ago
Fix hotloading test
3 Months Ago
EventRecord uses correct Version sha
3 Months Ago
Cupertino: Add libs and missing dependencies for GameNetworkingSockets, update GameNetworkingSockets
3 Months Ago
Json warmup can be a background task. (-500ms) Make logging initialization more predictable to avoid double configuration waste Menu doesn't need access control (-100ms) Only initialize ILHotload in editor as that's the only context it's useful in (-100ms) We can await on account information until after menu is loaded, otherwise we're usually hanging here for a second or more doing fuck all ResourceLoader.LoadAllGameResource: FindFile `*` more optimized than `*.*` (150ms -> 75ms) Update Superluminal PerformanceAPI (Stop nagging) Update AMSI patch for .net9 so we're not wasting 100ms+ every full hotload / package load
3 Months Ago
Cleanup unused usings Use Parallel.For( for particles Lets try setting the min/max threads
3 Months Ago
Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P)
3 Months Ago
Use ReplaceWith in WalkJsonTree instead of doing it manually
3 Months Ago
Reduce memory allocations in PhysicsShape::GetTriangulation Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg) Merge pull request #1693 from Facepunch/optimize-physshape-triangulation-allocations Reduce memory allocations in PhysicsShape::GetTriangulation Support for @ key razor attribute, Facepunch/sbox-issues#4103 InteropGen: Add IsError to resources Model.IsError propertly detects when we're error.vmdl Applying clothing correctly detects invalid models Fix jeans using the wrong model location Fix settings apply button not working Fix storage page Fix menu missing material Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on Fix Popup Panels not closing when in game (but worked in menu) Sausage toggle Left the wrong model enabled Body Group Fix Human Bodygroup adjustments - Clothing fixes Service update Save/load avatar to/from the cloud .Clothing fixes Some changes to time sync. Seems to fix Facepunch/sbox-issues#6865 locally. Needs re-test. Fix popup being orphaned when clicked on Set in_editor ub richpresence when in editor Popup supports AboveCenter Stop making the popups red! Friends in footer, delete friends list Change notifications to a real popup Start putting the party system back together Some additional troublesome Vulkan layer disables Update documentation for methods in INetworkListener to indicate that they're only called for the host. Add net_fakelag ConVar. It's working for both Steam Networking Sockets and TCP / local instance. Can also be changed in the editor like this https://files.facepunch.com/conna/1b1211b1/sbox-dev_jpOfxVrwEr.mp4 Also commit this important file Rework triggers to check contact points instead of ref counted touches. Add ITriggerListener.OnTriggerEnter/Exit for game objects that contain multiple colliders Hide "available parties" Update clothing Add NETSDK1138 no nowarn Make writing clothing more deterministic When dressing, if we have a citizen model - but not a human model, make clothing invalid Switch from net7 to net9 * Update your Visual Studio to 17.12.0! Make EnableFootstepSounds on PlayerController work Add Distance/Falloff to music player Resolve Fixed Update Issues Resolves issue where Fixed Update would be called more times than it should be. Fixes issues such as in Marble Racer where if you had 500fps you'd move much faster than other players. Merge branch 'master' into navmesh-tiled Properly resolve merge conflict
3 Months Ago
Fix gameobject and component control widgets not respecting readonly attribute
3 Months Ago
Separate overload as not to mess with any existing game packages
3 Months Ago
Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly.
3 Months Ago
Use JsonObject.DeepClone() instead of Deserialize<DeepClone>
3 Months Ago
Prefix debug methods and props with debug
3 Months Ago
Resolve Fixed Update Issues Resolves issue where Fixed Update would be called more times than it should be. Fixes issues such as in Marble Racer where if you had 500fps you'd move much faster than other players.
3 Months Ago
Add Distance/Falloff to music player
3 Months Ago
NavMeshAgent improve ground detection trace In case our ground trace has multiple results pick the hit closest to the original navmesh position
3 Months Ago
Linux: Add precompiled binaries libsteam_api.so, libGameNetworkingSockets.so, libpng.a and libdxcompiler.so because we don't compile them ourselves.
3 Months Ago
Linux: Various little #ifdef fixes regarding Linux specifics, C++20 and a strange macro definition of "None" Linux: Use GNU++20 instead of C++20 because the code is making use of some GNU extensions in macros
3 Months Ago
Add a comment r.e. timedelta and timescaling so we dont get confused later
3 Months Ago
Use this to avoid confusion
3 Months Ago
Make EnableFootstepSounds on PlayerController work
3 Months Ago
Switch from net7 to net9 * Update your Visual Studio to 17.12.0!
3 Months Ago
Remove test code
3 Months Ago
Latest refs
3 Months Ago
Add dotnet-runtime-9.0.0-win-x64.exe
3 Months Ago
Some docs, clamp accumulator to maxSteps, use time.delta
3 Months Ago
Update Mono.Cecil and MonoMod.RuntimeDetour
3 Months Ago
Use RealTime.Delta here
3 Months Ago
Use RealTime.Delta its clamped
3 Months Ago
Add expected calls
3 Months Ago
Try to test hitches
3 Months Ago
Make sure tool building errors get caught Fix tools publish using net7
3 Months Ago
Add unit test to test FixedUpdate class
3 Months Ago
Remove test logs
3 Months Ago
Test
3 Months Ago
Make sure all JsonSerializerOptions are initialized from JsonSerializerOptions.Default Update runtimeconfigs Update tools to net9