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20,775 Commits over 1,522 Days - 0.57cph!

4 Months Ago
Prefab preload: preload into a dummy scene
4 Months Ago
Revert "Populate Json reflection cache in Json.Initialize" This reverts commit c0f2f57fc0a12a43ca0b73f3e3bf934a260bd69b. We don't need this if we preload prefabs
4 Months Ago
Preload all prefabs when loading a scene
4 Months Ago
Add ParticleModelRenderer
4 Months Ago
Restore skeleton compile to how it used to be, we're missing optimizations by just keeping every bone no matter what
4 Months Ago
Fix LineRenderer bug ParticleFloat, ParticleGradient have evaluations where you pass in the particle , which reduces the risk of fucking up the parameters Move ParticleRenderer's into own folder ParticleController has OnParticleCreated Add Particle.BaseListener - allows creating of classes that run on particle create, update and destroy - with instance data and guaranteed destroy Add ParticleLightRenderer
4 Months Ago
Fix bug in capsule tracing, fixes picker in modeldoc when using capsules
4 Months Ago
Fix IBL not working, Transparency in AmbientColor is used to lerp between artist's decided flat color and IBL/GI, defaults to GI AmbientLight component defaults to Gray color
4 Months Ago
Don't implicitly set zfar as infinity, if we want to do so we can do from C# side, but make it respect what we pass as zfar
4 Months Ago
LineRenderer has a UseVectorPoints option
4 Months Ago
Fix Json.PopulateReflectionCache JsonTypeInfos would only be stored if the JsonSerializerOptions is immutable
4 Months Ago
Better particle randoms
4 Months Ago
Add serialization_warn_time con var https://files.facepunch.com/ziks/2024-07-24/sbox-dev_0DtqgKK1dt.png
4 Months Ago
Fix for AO outline AO moved in PP to post-transparent to ensure that sky-dome is rendered before AO Merge branch 'master' of sbox
4 Months Ago
Tidy and make some context menus more consistent, prevent selecting unworkable options, add hierarchal path support to create asset menus
4 Months Ago
Mark `MenuAttribute.Shortcut` as Obsolete. Get identifier from `[Shortcut]` attribute if one exists. Update Shortcut value in AssetInspector Display shortcuts on Tool and Subtool buttons without need for ShortcutAttribute on the class
4 Months Ago
Download from server (#1632) Download game asset files from the server, when not using a package. This allows people to make "local only" games and test them locally and multiplayer. In the future we can change the download method to upload and download from our backend instead of over network.
4 Months Ago
Simplify RedirectFileSystem, fix not mounting
4 Months Ago
Fix number keys not working Create keybinds for the different Tools now that Editor.Shortcut is internal Create keybinds for the different subtools for the same reason
4 Months Ago
Add LargeNetworkFiles table No network files needed for remote packages File download framework Add Connection.SendRequest<T> - allows async waiting for a response to a specific message, instead of routing through global handlers Request files loop Fix filesystems not clearing properly between games Download required files from server Move the asset download cache to a single purpose class
4 Months Ago
Fix test
4 Months Ago
Respect JsonIgnoreAttribute when serializing component properties We were already checking it for fields Revert "Add LargeNetworkFiles table" This reverts commit 7365c616af37ef1665abe4961344013815e89b70. Accidentally rebased master onto a branch - Metapyziks Fix warnings in ParticleVector3ControlWidget Fix some download toasts sticking around forever, and incorrectly displaying as cancelled Populate Json reflection cache in Json.Initialize We were seeing some long frame times during first-time prefab instantiation caused by this Do panel bind/parameter events when things change even if tree is empty, Facepunch/sbox-issues#5908 Custom panels that do stuff/populate from attributes etc should work again now, incl settings page Don't use internal message type for changing level Fixed retry logic Docs Merge branch 'master' into local_files Merge fixes
4 Months Ago
Merge branch 'master' into local_files
4 Months Ago
Move the asset download cache to a single purpose class
4 Months Ago
WIP adding simplified interface ditto
4 Months Ago
Fix Function Keys not being sent when in-game since it was checking for a console bind instead of keybind
4 Months Ago
Don't use internal message type for changing level Fixed retry logic Docs
4 Months Ago
Remove `Editor.Option.ShortcutContext` Strip native shortcuts from `Editor.Shortcut` class. Make class internal. Documentation cleanup Update Shortcut.Invoke so it handles Mode logic EditorShortcut.Invoke is now a bool returning whether or not a shortcut was invoked from the pressed keys Shortcuts are now invoked from Sandbox.Tools instead of thru native QT shortcut. Make `scene.fullscreen` (F4) bind static. Fixes rebuilding issue.
4 Months Ago
Fix filesystems not clearing properly between games Download required files from server
4 Months Ago
Do panel bind/parameter events when things change even if tree is empty, Facepunch/sbox-issues#5908 Custom panels that do stuff/populate from attributes etc should work again now, incl settings page
4 Months Ago
Populate Json reflection cache in Json.Initialize We were seeing some long frame times during first-time prefab instantiation caused by this
4 Months Ago
No network files needed for remote packages File download framework Add Connection.SendRequest<T> - allows async waiting for a response to a specific message, instead of routing through global handlers Request files loop
4 Months Ago
Fix some download toasts sticking around forever, and incorrectly displaying as cancelled
4 Months Ago
Fix warnings in ParticleVector3ControlWidget
4 Months Ago
Revert "Add LargeNetworkFiles table" This reverts commit 7365c616af37ef1665abe4961344013815e89b70. Accidentally rebased master onto a branch - Metapyziks
4 Months Ago
Add LargeNetworkFiles table Respect JsonIgnoreAttribute when serializing component properties We were already checking it for fields
4 Months Ago
Add LargeNetworkFiles table
4 Months Ago
Add ParticleVector3
4 Months Ago
Support more than 1 gamepad input action with the same button
4 Months Ago
Fix errors when first creating terrain, make sure it's all updated, don't render without storage Only recreate clipmap if we have to, this takes time to build
4 Months Ago
Created EditorKeybinds.cs with a few starting keybinds Move Keybinds into EditorPreferences since that makes more sense Add RegisterShortcuts() function whenever shortcuts are registered and use the EditorPreferences keybind instead of hardcoded string Added Editor Keybinds page to EditorPreferencesWindow Subscribe all RegisterShortcut voids to keybinds.update EditorEvent https://files.facepunch.com/CarsonKompon/2024/July/10_21-46-TautDuck.mp4 Create shortcut for EditorCycleViewMode Make Keybinds page scrollable, add Reset to Default button, and add Are You Sure popup to Reset button Use TitleAttribute for keybind names https://files.facepunch.com/CarsonKompon/2024/July/10_22-23-FakeGourami.png Add AllowModifiers to KeyBind widget, set to true for Editor Keybinds Page (Allows you to bind CTRL+SHIFT+ALT+Whatever) Some FileOption binds, but they dont auto-update yet. Will need to find a good way to do that for Option entries Call keybinds.update EditorEvent on Reset to Default Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds Need to call this after EditorTypeLibrary is created Register shortcuts elsewhere and remove some option shortcuts Change default shortcut type Register shortcuts on hotload Convert some older shortcuts into the new [Shortcut] attribute Change shortcut defaults Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides) Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds EditorShortcuts rebinding actually works now, much more lightweight than prior version Make user overrides save properly Get Name and Group properly, allow attributes to override. Get keys from shortcut name in Option.cs Allow non-static method shortcuts since there seems to be a good chunk of those Stop feeding shortcut to Options for now Fix size of Editor Keybinds page Fix using the wrong widget for non-static shortcuts Move EditorPreferences.Keybinds over to new [Shortcut] attribute system on each function Completely remove EditorPreferences.Keybinds Change name/groups for a few shortcuts Order categories by name in PageKeybinds Remove some debug logs Create Texture Editor and Actiongraph shortcuts Create ShaderGraph, Hotspot Editor and some more scene shortcuts Add GameObject/Transform shortcuts and fix static method issues. Made grid size shortcuts Window type instead of Widget type Make all the different editors share a few binds (So there's not a Copy,Cut,Paste,Undo,Redo,ect. per-editor) Make classes with [Shortcut] attribute properly rebindable (used for editortools) Cleanup shortcut groups Added individual Revert button when bind is different from the default https://files.facepunch.com/CarsonKompon/2024/July/12_08-54-UnimportantTarantula.mp4 Qt Option now takes shortcut ident (eg. "editor.undo") and internally resolves bind (eg. "CTRL+Z"), updating when changed. No longer registers shortcut internally when set. Shortcuts with Function Keys are always to editor even when Game Frame is in focus F3 and F5 editor commands are now Shortcuts like everything else Fix shortcut not displaying on Align To View option Fix SaveMixer being static Change "F5" -> "editor.toggle-play" on Play menu option Cache the overrides so we don't have to keep checking against EditorCookie Super minor cleanup Rename Name -> DisplayName so there's no conflict on KeybindPanel Fix ShortcutOverrides not loading properly Use CodeToString(ButtonCode) instead of the weird enum parsing I was doing.
4 Months Ago
Wake touching when disabling a body, why would we not want to?
4 Months Ago
Some games rely on map having a collider
4 Months Ago
CollisionEventSystem has less reliance on Collider MapInstance uses SceneMap instead of Map so it can manage it's own collision. Build collision from physics group desc instead of using CreateAggregateInstance
4 Months Ago
Fix map collider destroying body when it shouldn't, causing a crash when map physics aggregate is destroyed
4 Months Ago
For legacy hammer maps, take global volumetric fog scale from VolumetricFogController
4 Months Ago
Fix ortho lights in SceneMapLoader and custom shadow size, note that shadow culling will suck on ortho lights until we change tiled culling to use frusta
4 Months Ago
Fix text renderer scale
4 Months Ago
Don't allow zero quaternion in body transform, check against quat zero and use identity, if we find more invalid quaternions there's extra checks we can do
4 Months Ago
Use IsValid checks in AddShapeCollision, shape/body might have been removed from under us