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

3 Years Ago
Fix build
3 Years Ago
Temp disable multiview rendering to fix VR rendering until we fix VR shaders
3 Years Ago
Hammer: Fix RT baked lighting preview
3 Years Ago
3 Years Ago
Report image decoding exceptions nicer Report EventSystem invocation exceptions nicer
3 Years Ago
Hammer: Fix image plane drag drop not stripping off prefix, causing assert
3 Years Ago
Fix NRE in NavigatorPanel
3 Years Ago
Added Model.TryGetData<>
3 Years Ago
Fix missing 'using' in FGDWriter
3 Years Ago
Remove no longer needed interop methods
3 Years Ago
FGDWriter can use ComponentModel.DisplayName & JsonPropertyName Attributes ComponentModel.DisplayName replacing Property.Title JsonPropertyName replacing Property.Name If a class as no properties with [Property] attribute, all properties will be exported to .fgd Delete ParticleAttachmentType Switch ModelGameData back to JSON for deserialization Update BasePathNode.cs
3 Years Ago
Add Global.IsToolsMode Hide force start game button if not in tools mode Templates create their children first, so that OnTemplateSlot will get called on their parents before the parents attributes, which seems like a better way around Fixed panel overlays staying open after console closed Fix exception on copy text Fixed PanelEvent propogation not stopping when returning false in method with no arguments Added base style for navigator to be functional Navigator panel can take a navigator-canvas which indicates the slot to be in, removed need for 2 layers of panels, fixed NavigateReturnEvent logic backwards Refactor menu so we can have navigator in game screen Avatar page fix Leave lobby button change VirtualScrollPanel item size takes a Length width/height Panel Template Slots can be deep VirtualScrollPanel.ItemSize fixes Game map selector tweaks Fix warnings
3 Years Ago
Don't get an input layout for compute shaders
3 Years Ago
Preliminary support for custom constbuffers
3 Years Ago
updated lamp_post components so they snap to hammer grid better, Added bollard_bar_balljoint Rebuilt lamp_post components collision and recompiled, added bollard_bar_balljoint to bollard textures / materials, set up lods and collision etc and compiled Merge branch 'master' of sbox
3 Years Ago
Clean up panel deferred deletion: will delete same frame if no :outro transition Don't tick panel children if parent isn't visible (reduces paranoid impulse to add IsVisible checks to Tick for perf)
3 Years Ago
Menu style tweaks
3 Years Ago
Don't copy strong handle
3 Years Ago
Allow the use of textures in compute shaders https://files.facepunch.com/ognik/1b2911b1/2021-10-17_32-59-e228ef3e-d07c-4346-9202-74b54fc59800-xJLVQ6PQ.mp4
3 Years Ago
Fix local client's steamid being incorrect serverside in singleplayer games
3 Years Ago
Citizen/animgraph: fixed incorrect parameters on wish_x/y/z and missing y
3 Years Ago
Obsolete Model.GetJson, GetData(str), HasData(str) Update ModelExtension.cs
3 Years Ago
Intruder alarm 1 - added intruder alarm and LODS Merge branch 'master' of sbox intruder alarm 1 - added thumbnail and tweaked size
3 Years Ago
Cleanup Fix Model.GetData<>() not working with structs ModelBreakPiece works with Model.GetData<>()
3 Years Ago
FGDWriter can output classes as "choices" selector in tools This is a workaround to be able to use strings as data in fgd choices type, which c# enums do not allow. Move 'particle' (particles_list) modelgamedata to c#
3 Years Ago
Hammer: Initial bevel tool https://files.facepunch.com/layla/1b2811b1/DYeOzII5Or_Trim.mp4
3 Years Ago
More strict usage for AutoGenerate, FGDType and BitFlags attributes Classes can dictate their own FGD type via FGDTypeAttribute (So you don't have to put the attribute on every property every time) Rename ParticleAttachment fields to be consistent
3 Years Ago
Security shutter - painted tintable variants and none tiling version of materials for some models Merge branch 'master' of sbox
3 Years Ago
Fix map selection
3 Years Ago
Only show city if it's different to state Remove api debug Don't RegionInfo Country
3 Years Ago
Lets just use a long for UserId here, since it is one everywhere anyway Cache favourite packages, played packages Add int.FormatWithSuffix() Added Local.PlayerId (obsoleted Local.SteamId) Use new Api URLs Add Client.FetchGameRankAsync() Show wins/losses/draws for facepunch.pool
3 Years Ago
Remove the need of a geometry shader, use domain shader instead
3 Years Ago
Move door_sounds modelgamedata to c# Move prop_data to c# Update models_gamedata.fgd Move explosion_behavior to c#
3 Years Ago
Initial work for distance based tessellation
3 Years Ago
Wrong sign
3 Years Ago
Additional logs and tests
3 Years Ago
Don't bother calculating vPositionPs We do it in the GS, no point wasting time with it
3 Years Ago
Added wave amplitude, geometry shader waves
3 Years Ago
Hardware Tessellation
3 Years Ago
security shutter- non tiling models no longer use tiling texture and shutter curtain is now flat not bumpy Merge branch 'master' of sbox Security shutter - top middle section offset removed
3 Years Ago
Simplify to YogaValue.Point
3 Years Ago
PushRootLength & cleanup font scaling
3 Years Ago
Revert "Fix world panels taking input priority over screen panels" This reverts commit d4f9e18564950dc7d1119fb0f564f03da8df8c1b.
3 Years Ago
Clear a panel's input focus when it is deleted
3 Years Ago
Whitelist System.Collections.ObjectModel.* System.MidpointRounding* System.Runtime.CompilerServices.IsByRefLikeAttribute System.EventArgs* & System.EventHandler*
3 Years Ago
Trace: Fix AnyTags behaving same as AllTags, WithoutTags accepts multiple string params
3 Years Ago
[DONT MERGE] Update construct wihtout water model to test new water rendering Initial water work Initial work for watersplash compute shader
3 Years Ago
Texture.Load respect warnOnMissing when FileNotFoundException is thrown If no FOV is set by Camera use the default one from engine CameraSetup (default_fov convar) Stop engine forcing default_fov to 70 every frame Video settings:add default fov slider
3 Years Ago
Raise OnValueChanged when TextEntry is modified with ctrl + x Fix world panels taking input priority over screen panels
3 Years Ago
Delete IModelGameData, Add ModelDoc.GenericGameData Attribute