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10,450 Commits over 883 Days - 0.49cph!

8 Days Ago
Can select by clicking in the sceneview
8 Days Ago
Add DockManager.Clear() - to clear and reset to default values Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor Update cached resource value when saving to disk/memory Add Namespace, FullName to TypeDescription ComboBox correctly changes the CurrentIndex when changing CurrentText Made DockWindow.CreateDynamicViewMenu public Make PropertySheet.AddProperty public Fix crash in ToolWindowManager.Clear Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added EntityPrefab GameResource EntityPrefab tool addon Mark Model as a EntityPrefab.Property Can define csproj name in project settings Don't save package in addons..js Add EntityPrefabEditor not as an addon Re-organize addon Model preview, entity positions Set local positions when spawning Add BBox.AddBBox Zoom out to focus on all of the sceneobjects Fix backwards compatibilty Support Entity Tags Added SceneObject Model setter Transform.ToWorld & ToLocal use Scale, added tests Transform.ToWorld/ToLocal takes scale into account when transforming position Indicate save status Entity copy/paste Fix wrong name in def file Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic Fix entity guids not serializing Debounce the change function Add Entity.Prefab, PrefabRoot,, PrefabGuid Add extensions Fix regular c++ tools not opening Fix treeview selection stopping short Clean up entity node Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4 Don't create these unless we need them Only return valid sceneobjects Keep tree in sync with the scene Highlight renderer Add some api comments on tracing Add TypeDescription.HasAttribute Classes that can be used as prefabs need to be marked with an attribute Can add/remove components Component spawning/updating in game
8 Days Ago
Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr Finish reprojection, cleanup entire code, iterate on denoise
8 Days Ago
Component spawning/updating in game
8 Days Ago
Can add/remove components
8 Days Ago
Add TypeDescription.HasAttribute Classes that can be used as prefabs need to be marked with an attribute
9 Days Ago
Manually update presence when we get ServerInformation, fixes rich presence not being updated when joining existing servers
9 Days Ago
Support Rich Presence for active gameserver
9 Days Ago
Add some api comments on tracing
9 Days Ago
Citizen/animgraph: added an additive pelvis component to locomotion leaning
9 Days Ago
Keybinds raise onchange event
9 Days Ago
Added tooltips to current game / map / addon rows, changed map row icon
9 Days Ago
Changed lobby frontpage style a bit, added with-hover so we get visual feedback on textentries Minor changes to CurrentGame component, clicking current game / map will open package modal
9 Days Ago
Highlight renderer
9 Days Ago
Added disabled attribute to TextEntry
9 Days Ago
Only return valid sceneobjects Keep tree in sync with the scene
9 Days Ago
Don't create these unless we need them
9 Days Ago
GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag Only ITagSet is a public interface, hide everything else away
9 Days Ago
concrete bollard more grime and small shadow gap at base hydrant marker -increased saturation of yellow Merge branch 'master' of sbox
9 Days Ago
Stop watching assemblies swapped with null More compiler name consistency fixes Skip assemblies that depend on a swapped assembly Warn when two versions of the same named assembly are watched Log all hotload messages if hotload_log >= 2 Include build number in runtime compiled assemblies To help with debugging Made Hotload.WatchedAssemblies / Hotload.WatchedInstances private Clear invalidated cached fields in DefaultUpgrader on hotload start Hotload logging tweaks, package assembly names include version Simplify auto-watching logic when replacing assemblies Fixed failing hotload test, better swapped asm reference check Unwatch assemblies swapped with null Added hotload tests for auto-watching assemblies
9 Days Ago
Initial commit / backup Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one remove unused HasTag overload Support "world" tag to render only or exclude static objects and hammer geometry Typo Include/exclude sunlight and other lights according to set tags Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights Let's respect the camera's exclude / render tags in HighlightRenderer Add tag checks in DrawSceneObject too Remove unused GetTags overload Remove unused ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
9 Days Ago
Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4
9 Days Ago
Stop watching assemblies swapped with null More compiler name consistency fixes Skip assemblies that depend on a swapped assembly Warn when two versions of the same named assembly are watched Log all hotload messages if hotload_log >= 2 Include build number in runtime compiled assemblies To help with debugging Made Hotload.WatchedAssemblies / Hotload.WatchedInstances private Clear invalidated cached fields in DefaultUpgrader on hotload start Hotload logging tweaks, package assembly names include version Simplify auto-watching logic when replacing assemblies Fixed failing hotload test, better swapped asm reference check Unwatch assemblies swapped with null Added hotload tests for auto-watching assemblies
9 Days Ago
ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
9 Days Ago
Citizen/animgraph: added a lean component based on your input movement (wish_* parameters) to standing locomotion, improving 3rd person game feel a little bit
9 Days Ago
Add Language.GetPhrase( textToken, data ) Use GlobalLobby to get a roundabout player count, display it in main menu Reduced border size on party deck
9 Days Ago
Fix regular c++ tools not opening Fix treeview selection stopping short Clean up entity node
9 Days Ago
hydrant marker updated sign texture hydrant marker - texture bug fix metal wheely bin wip concrete bollard - meta Merge branch 'master' of sbox
9 Days Ago
Remove unused
9 Days Ago
Remove unused GetTags overload
9 Days Ago
Add tag checks in DrawSceneObject too
9 Days Ago
Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic Fix entity guids not serializing Debounce the change function Add Entity.Prefab, PrefabRoot,, PrefabGuid Add extensions
9 Days Ago
Let's respect the camera's exclude / render tags in HighlightRenderer
9 Days Ago
Include/exclude sunlight and other lights according to set tags Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
9 Days Ago
Entity copy/paste Fix wrong name in def file
9 Days Ago
Added SceneObject Model setter Transform.ToWorld & ToLocal use Scale, added tests Transform.ToWorld/ToLocal takes scale into account when transforming position Indicate save status
9 Days Ago
Fix backwards compatibilty Support Entity Tags
9 Days Ago
Add DockManager.Clear() - to clear and reset to default values Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor Update cached resource value when saving to disk/memory Add Namespace, FullName to TypeDescription ComboBox correctly changes the CurrentIndex when changing CurrentText Made DockWindow.CreateDynamicViewMenu public Make PropertySheet.AddProperty public Fix crash in ToolWindowManager.Clear Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added EntityPrefab GameResource EntityPrefab tool addon Mark Model as a EntityPrefab.Property Can define csproj name in project settings Don't save package in addons..js Add EntityPrefabEditor not as an addon Re-organize addon Model preview, entity positions Set local positions when spawning Add BBox.AddBBox Zoom out to focus on all of the sceneobjects
9 Days Ago
Set local positions when spawning Add BBox.AddBBox Zoom out to focus on all of the sceneobjects
9 Days Ago
Fix VR startup crash on AMD Make lobby rich presence better favouring game lobbies over parties ui early cull with global matrix, not local matrix and make sure matrices are resolved before culling occurs PanelRenderer transformed panels with clipping set their software scissor to AABB, whilst keeping the shader scissor untransformed until render Scope the clipping code to keep better track of the scissor and gpu scissor, fixes issues with nested transformed clips which were more common then I thought
9 Days Ago
Fill in and apply default settings
10 Days Ago
Unwatch assemblies swapped with null
10 Days Ago
CItizen/animgraph: converted the "melee_punch" branch to the newer compositing. (See commit description) This fixes the biggest long-standing problem of this holdtype branch: the upper body going completely sideways when looking up and down WHILE moving. However, the way the pre-composite group is laid out and computes its 3 outputs has a couple of core assumptions that are broken by this: 1) the melee_punch idle is animated, instead of being a static pose, and 2) attacks should probably (?) be in the pre-composite. These 2 things don't mesh well with the established order. So there are a couple "bugs": attacks go 45° sideways while ducked, and the composite is a little off in some scenarios... but overall it's still a significant improvement for the time being.
10 Days Ago
Voip volume setting Add voip volume getter to game preferences
10 Days Ago
Made Hotload.WatchedAssemblies / Hotload.WatchedInstances private Clear invalidated cached fields in DefaultUpgrader on hotload start Hotload logging tweaks, package assembly names include version Simplify auto-watching logic when replacing assemblies Fixed failing hotload test, better swapped asm reference check
10 Days Ago
Switch various game settings to button groups Add glass.is-label, apply it to all settings labels Give each page its own save/restore buttons + highlight the button when changes are made Don't apply keybinds until save is pressed Controller configuration buttons
10 Days Ago
Controller configuration buttons
10 Days Ago
FGDCurve doesn't error when given empty input string
10 Days Ago
Output voip on voice layer, add voip_volume convar
10 Days Ago
Typo