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17,196 Commits over 1,308 Days - 0.55cph!

4 Months Ago
Delete entitysystem, no longer needed!
4 Months Ago
Delete everything from entity2 except entitysystem and entitykeyvalues
4 Months Ago
Delete entityinterfaces, entitystructs
4 Months Ago
Citizen/animgraph: update "voice" to use a MorphFrame instead of a DMX file + subgraph tweaks + weightlist tweaks
4 Months Ago
Citizen: updated visemes prefab Citizen: set viseme prefab to enabled Merge branch 'master' of sbox
4 Months Ago
Delete entitycomponent
4 Months Ago
Remove more unused from entitykeyvalues, got to do this bit by bit
4 Months Ago
Add compiled cs_compress_dxt material
4 Months Ago
Hair Dreadlocks - Quick Adjustments
4 Months Ago
Don't clamp morph frame weights
4 Months Ago
Remove entityio from entitykeyvalues
4 Months Ago
Fix grid size button tooltips
4 Months Ago
Remove isReadingChanges - no longer needed
4 Months Ago
Renderdoc label colors for managed drawcalls were black Highlight.cs: should be SetCombo not Set
4 Months Ago
Fix glow outline rendering https://i.imgur.com/cK9VbNB.png
4 Months Ago
Add a temp mutex to DrawDrawList to fix race condition when drawing from main thread
4 Months Ago
Centre box too dark
4 Months Ago
Allowing scaling along 2 axis https://files.facepunch.com/louie/1b0911b1/sbox_GGYJ3vMG0N.png
4 Months Ago
Texture Compression Speed Improvements (#1430) Improves DXT5 compression by moving it to GPU, other algorithms that still run on CPU also benefit (DXT1 etc.). Additionally fixes DXT crash (sbox-issues/issues/4165).
4 Months Ago
Rename old NetworkTable to StringTable NetworkTable registration inserts entry Switch [Sync] to use property to store network value, rather than its own value. Add IsProxy mode RigidBody uses SyncVars instead of INetworkSerializable
4 Months Ago
Remove timers & debug logs Remove reference shader
4 Months Ago
Backport Valve GPU texture compression dispatch code Compiled DXT shaders (optimized) Force DXT5 for now, since that's all we have compute support for Dispatch compute and read back Texture barriers for Vulkan Output full timing info Move behind a convar so I can compare CPU/GPU easily Staging buffer, barriers, etc. for Vulkan Time everything (temp, will remove before merge) Switch compression levels for a big compression speed boost (at the cost of very slightly larger files) Test case - 4096x4096: Old: 955ms, on disk 6948kb New: 151ms, on disk 7253kb Add cached flag to OnReadPixels, speeds up memory access Speeds up 4096x4096 texture read from ~92ms to ~5ms in testing Re-add check for compressed block texel views Fallback gracefully to CPU on platforms with no compute support Get rid of some redundant timing info Update stb_dxt.h from v1.04 to v1.12 Bail from trying to compress using CPU DXT compressor if non-power-of-two (rather than crashing) Remove forced DXT5 compression
4 Months Ago
ActionGraph: Nodes for creating common collection types Array, List, HashSet, Dictionary
4 Months Ago
JsonUpgrader.Run -> Upgrade
4 Months Ago
Demote JsonUpgrader.Run to internal
4 Months Ago
JsonUpgrader -> JsonUpgraderAttribute, version as a required constructor parameter
4 Months Ago
Clean up
4 Months Ago
Quick fix to Hair cap textures
4 Months Ago
New Black Frizzy Hair + Adjustments to Hair Textures
4 Months Ago
Replace _apiVersion with ComponentVersion defined by the component
4 Months Ago
Initial commit Simplified, wip Don't need this log anymore Refactoring, hotload sync properties Add some unit tests for NetworkTable
4 Months Ago
We do already have a break sound, 10 lines down from where I added a new one
4 Months Ago
DamageInfo into namespace Don't throw a ton of errors when we run out of voices Add surface sound for break (I got a feeling we already have this somewhere) PhysicsShape.Surface returns null less often Add GameObjectSystem.Stage.FinishUpdate Rename PhysicsBodyComponent.cs to PhysicsBodyExtensions.cs Add PhysicsShape.PlayCollisionSound, PlayFootstepSound, PlayFootLandSound, PlayFootLaunchSound Add CollisionSoundSystem Collision Event System automatically calls into CollisionSoundSystem Add RigidbodyFlags
4 Months Ago
Refactor, add JsonUpgrader.Run so we can re-use this for GameResources
4 Months Ago
ActionGraph: Expose GameObject.Destroy(), Clear()
4 Months Ago
Move JsonUpgrader
4 Months Ago
Use different prefixes for ShaderGraph vs ActionGraph clipboard text Defer loading ActionGraph resources until needed Fix error message when ActionGraph resource not found Fix case where wrong property is deserialized to in Json.DeserializeToObject E.g., the FirstOrDefault could match a property that was JsonIgnored, and miss a property with the same name (with [JsonPropertyName]) that isn't ignored.
4 Months Ago
Added baseline for component version upgraders https://files.facepunch.com/tony/1b0911b1/parsecd_N2kyNOTsPg.png
4 Months Ago
ActionGraph context pass-through for nested graphs
4 Months Ago
Hide context passthrough sockets Context pass-through cleanup Center on input node when first opening an ActionGraph
4 Months Ago
Update sentry DSN Fix NRE in rigidbody
4 Months Ago
Get rid of some redundant timing info Update stb_dxt.h from v1.04 to v1.12 Bail from trying to compress using CPU DXT compressor if non-power-of-two (rather than crashing) Remove forced DXT5 compression
4 Months Ago
Re-add check for compressed block texel views Fallback gracefully to CPU on platforms with no compute support
4 Months Ago
Do the same for meshes
4 Months Ago
Support non uniform scaling convex colliders https://files.facepunch.com/layla/1b0811b1/sbox-dev_bDb1J04Lnd.mp4
4 Months Ago
Add cached flag to OnReadPixels, speeds up memory access Speeds up 4096x4096 texture read from ~92ms to ~5ms in testing
4 Months Ago
Color picker improvements Lose text field input when clicking sliders Don't fail when typing in a hex color without the # Give a little more space to display rgba & hue values
4 Months Ago
Working on passing though context to sub-graphs
4 Months Ago
Time everything (temp, will remove before merge) Switch compression levels for a big compression speed boost (at the cost of very slightly larger files) Test case - 4096x4096: Old: 955ms, on disk 6948kb New: 151ms, on disk 7253kb
4 Months Ago
Add Component.IDamageable and DamageInfo Remove currently unused properties from ModelPropData Component.Flags is now a ComponentFlags Add GameObjectFlags.DontDestroyOnLoad (not implemented) Fix double IDamageable Add DestroyOnEnd to ParticleEmitter Hide SceneObject in ParticleSpriteRenderer if no particles to render Particle collision uses scene trace