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22,417 Commits over 1,614 Days - 0.58cph!

4 Months Ago
Flag scene unsaved changes in a better place, fixes not being flagged in some cases, Facepunch/sbox-issues#6799 Consistently style scene tab titles in titlecase
4 Months Ago
Improve Bootstrap::Init error output to show diagnostic errors if they exist - we get a lot of users asking about this, and the original exception is not very useful https://files.facepunch.com/tony/1b0411b1/sbox-dev_GUQ7oMB8Eh.png
4 Months Ago
Download initial server packages (on join) in parallel, Facepunch/sbox-issues#6786
4 Months Ago
Update Facepunch.ActionGraphs Fixes Facepunch/sbox-issues#6736
4 Months Ago
Fix SoundEvent JsonUpgrader only working for certain formats of RangedFloat. Resolves Facepunch/sbox-issues#6790
4 Months Ago
new Model.Attachments API Remove Log.Info in AssetBrowser Add CreateAttachments property to ModelRenderer Simplify skeleton bone rendering
4 Months Ago
Grt rid of log spam in OnAnimationEvent
4 Months Ago
Fog TAA + Tiled Rendering * Fixes artifacts * Improves perfomance * Removes Clipmaps * Lights are culled with tiles * Makes fog render until far-z * Removes ghosting * Simplifies codebase a lot
4 Months Ago
Pixel size + bilinearity doesn't match the power of two in the depth chain, sample neighbors, we just want far value CreatePerViewConstantBuffer needs to exist before prepass, it's used for wind, remove callback stuff since async fog is gone
4 Months Ago
If no [Inspector] found keep falling back on [CanEdit] Fixes Facepunch/sbox-issues#6784
4 Months Ago
Can drag scene prefabs into Hammer map view
4 Months Ago
Fix PrefabFile.GetMetadata() reading the wrong property name
4 Months Ago
Iterate until number of lights rather than 64 every time 😪, more cleanup
4 Months Ago
Fix Prefabs not serializing ISceneMetadata components that are on the root GameObject
4 Months Ago
Cleanup, optimize fog
4 Months Ago
Frustum FarZ for fog tiled rendering Remove async fog, unlikely to yield gains, move volumetric fog to after depth prepass, we need depth chain to not be 1 frame behind on tiled culling for volumetrics
4 Months Ago
mapbuilder: don't try to parse empty scene json fixes Facepunch/sbox-issues#6777
4 Months Ago
Citizen/animgraph: added b_firstperson parameter; intended to be used when showing the body in first-person view while looking down
4 Months Ago
Get shortest SourceLocation path when setting TypeDescription.SourceLine/File - This should've been the original fix for opening code files that have partial class defs
4 Months Ago
Get rid of my partial class check for SourceLocation codegen, it's actually the culprit for Facepunch/sbox-issues#6753 - re-publish your game and it'll be fine
4 Months Ago
If setting local transform to default, set it to Transform.Zero Add Texture.CreateFromSvgSource PlayerController: Fix hiding other players bodies PlayerController: Tweak how body rotation works, clamp rotation to always be within RotationAngleLimit vs eye angles PlayerController: Only apply "viewer" tag to render body if set Svg's have mips, can keep aspect ratio Fix warning
4 Months Ago
Animgraph: Add blend cycle option to state machine transitions - blends cycle on transition instead of resetting to zero https://files.facepunch.com/layla/1b0211b1/sbox-dev_fR7ScCdFuP.mp4
4 Months Ago
Wrap property tooltips in rich text tags so they wrap, resolves Facepunch/sbox-issues#6723 Do Widget.AdjustSize before ConstrainToScreen Fix colour picker relying on late sizing and not constraining to screen properly, Facepunch/sbox-issues#6717
4 Months Ago
Quick fix to diving outfit Merge branch 'master' of sbox
4 Months Ago
Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y
4 Months Ago
Clothing Updates
4 Months Ago
Clothing Update
4 Months Ago
Fix readonly string control widget
4 Months Ago
Tiled rendering for volumetrics https://files.facepunch.com/sam/1b0111b1/GsS5a4ZBVu.png
4 Months Ago
Hammer GameObjects (#1675) * Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c * MapInstance additive loads the SceneFile from inside the VPK Tie Meshes to GameObject: * Replaces Entity * GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider * HammerMesh is setup at map compile time with generated models. Editor: * Add HammerManagedInspector which can take over native inspector if it likes the MapNode type * Add HammerSceneEditorSession for handling saving properly * Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority) * Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos Hammer Outliner: * Managed sets DragData of map nodes in Hammer outliner * Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly * Removed duplicate entity list * Add "Create Game Object" button ActionGraph: * Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph --------- Co-authored-by: James King <james.king@facepunchstudios.com>
4 Months Ago
Cleanup Set native modified flag using SerializedObject callback, also emit EventMapNodeDescriptionChanged_t for the outliner
4 Months Ago
Get rid of map Update sbproj Don't tick this if we're not in VR Remove old VR stuff
4 Months Ago
Set HelpUrl
4 Months Ago
Can rotate and scale map game objects
4 Months Ago
Unify UI and ListenLocal, should have complete parity with how it was before 🤞
4 Months Ago
Tint default Color.White
4 Months Ago
Hammer Game Objects * Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c * MapInstance additively loads the SceneFile from inside the VPK Tie Meshes to GameObject: * Replaces Entity * GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider * HammerMesh is setup at map compile time with generated models. Editor: * Add HammerManagedInspector which can take over native inspector if it likes the MapNode type * Add HammerSceneEditorSession for handling saving properly * Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority) * Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos Hammer Outliner: * Managed sets DragData of map nodes in Hammer outliner * Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly * Removed duplicate entity list * Add "Create Game Object" button ActionGraph: * Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph Co-authored-by: James King <james.king@facepunchstudios.com>
4 Months Ago
Properties with [Hide] don't contribute to features tabs Don't need these Hammer prefab templates anymore InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject )
4 Months Ago
Fix exception in Asset.ReadJson() Fix NRE in GetBoneObject() when using the wrong name
4 Months Ago
Remove extra quat normalize that isn't doing anything
4 Months Ago
Normalize quaternions in AddPoses to prevent drift in model space blending
4 Months Ago
Citizen/animgraph: improve look & feel of turning while moving https://files.facepunch.com/maxlebled/1b0111b1/2024-11-01%2005-08-50.mp4 (NB: this video has several of the parameters non-functional due to the current state of the physics-based player controller, so it's not a complete picture, but it does show off this specific improvement)
4 Months Ago
Fix UI sounds still playing spatially.
4 Months Ago
Don't early out of model collider when there isn't a bone for part
4 Months Ago
Add jsoncpp so we can read/write json properly without fucking around with kv3 Add CMapGameObject map node with managed counter part that wraps a GameObject * Hammer world's Scene uses HammerSceneEditorSession * Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now * Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos * More explicit HammerEvents. Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values * MapGameObjects can be tied to MapMesh and generate model geometry Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly QOutliner: Remove hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away [~] ModelRenderer don't default to box if Model is null InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject ) Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs) When tying a MapMesh to a MapGameObject add ModelRenderer and ModelCollider automatically Don't need these Hammer prefab templates anymore Add "Create Game Object" button to Hammer outliner HammerMesh component, explicitly set on GameObjects that have a map mesh attached
4 Months Ago
Fog TAA cherry pick with the new changes we have on fog lightbinner, removes fog clipmaps entirely too
4 Months Ago
Allow physics shape to associate with a bone index so SceneTraceResult.Bone works when hitting physics shape, as the summary suggests https://files.facepunch.com/layla/1b3111b1/sbox-dev_016MWrhQrI.mp4
4 Months Ago
Remove the need for CGameTrace and delete it, the less trace result structs we have, the better
4 Months Ago
Don't let the user drag AssetPicker tabs about/outside the window (lol) AssetPicker: Disable type facet dropdown if FilterAssetTypes is specified AssetPicker: Default to project assets folder when no initial selection is given Fix CloudBrowser not saving/restoring from cookie Shift cloud locations around again, this makes more sense I think AssetPicker: make sure we're raising the tab you'd expect by default
4 Months Ago
Add more optional functions to IPressable, for hovering and update Slow down default player turn speed PlayerController camera can be moved left/right PlayerController has "use"ing built in