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20,780 Commits over 1,522 Days - 0.57cph!

4 Months Ago
Hook up File -> Open Scene (Resolve TODO)
4 Months Ago
Chunk size test
4 Months Ago
Particle system optimzations
4 Months Ago
Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again Make SSR reconstruction ghosting less apparent
4 Months Ago
Fix for edges against distance objects (i) do not apply AO on distant pixels (eg. skybox) (ii) when calculating ao, any sampled pixel that is too distant will be rejected as a contributor to AO Merge branch 'master' of sbox
4 Months Ago
Detangle all this from Cubemapper, make it able to render inline rather than on a render block Redo update strategies from envmapprobe, much simpler, works everywhere now Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
4 Months Ago
PerformanceStats.Timings lockless
4 Months Ago
Make prefab variables section of heirarchy resizable, Facepunch/sbox-issues#5726
4 Months Ago
Remove SceneObject.GetSceneWorld() Remove SceneObject_UpdateRayTraceTransform Instead of updating SceneObject RayTrace's every time they move, lets mark them dirty and update them when the raytrace is actually used (which is probably never)
4 Months Ago
Don't cause a rebuild for mesh component when transform chances when scene is not editor
4 Months Ago
Remove hack from mesh component that is stopping hulls from being kinematic
4 Months Ago
Stop launcher from undoing editor prefs changes when kept open, fixes Facepunch/sbox-issues#5857, Facepunch/sbox-issues#5825 (Cookie containers will now process/accept new changes on disk before writing)
4 Months Ago
Revert "Don't create an empty gameobject when getting a cached scene if the prefab doesn't exist" - causes issues for prefabs on boot
4 Months Ago
No need to pin this memory anymore, height shape makes a copy of it
4 Months Ago
Update height collision region
4 Months Ago
Update height field without recreating the shape
4 Months Ago
Don't keep setting terrain collider to static if it's already static, this is causing an on dirty, don't dirty collider on heightmap region dirty, we should be able to update this faster
4 Months Ago
Don't create an empty gameobject when getting a cached scene if the prefab doesn't exist
4 Months Ago
When host loads a new scene, send a message, and have all connections reconnect to the game. We'll do this in a much better way later on
4 Months Ago
Better fix for English (US) keyboard layout being force added/removed
4 Months Ago
Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
4 Months Ago
Use correct exit function Get networking working, even if it's a bit hacky Move API into backends for standalone/platform, stub out standalone backend Standalone.Init() Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync Make a StandaloneGameInstance in standalone Remove all these file hacks so I'm forced to do something to fix them Fix file hacks Add missing sbox-standalone exe back to sln We only need to copy core/scripts/soundmixers.txt as far as I know Move gamecontrollerdb.txt into core/cfg/ Get rid of `IsCitizenEnabled` hack Don't override window title with gameinfo name, apply it nice and early when making app dict
4 Months Ago
Add shapeless heightfield cast for Terrain.RayIntersects
4 Months Ago
Check scene camera .IsValid instead
4 Months Ago
Add undo snapshots when creating objects, don't double up creation/selection snapshots Clear undo stack when accepting external changes
4 Months Ago
Barriers Exposed for C# ( Still Work in Progress BUT working barriers )
4 Months Ago
TerrainMaterialList: Double clicking a material opens its editor (single click selects for use still) Terrain settings hide Collider properties which we force, can we have Terrain not inherit these at all @aylaylay Terrain: larger default clipmap extents (fine but can be smarter without a clod mesh), remake clipmap mesh on dirty properties Terrain: Add MaterialOverride for custom shaders using terrain shader api
4 Months Ago
Move CodeGen to Engine, add engine assembly reference to allow it to resolve symbols from that Add StringToken.ConvertAttribute, for codegen to detect situations where we want to upgrade Add MurmurHash2 to generator When a StringToken parameter is passed a string literal we codegen that to the token, to avoid the lookup/generation "chicken" becomes StringToken.Literal( "chicken", 855234573 ), which returns a StringToken Add ProjectReference from Sandbox.Game to CodeGen, to avoid out of order compiling
4 Months Ago
Box collider rescales without rebuilding the shape
4 Months Ago
Allow reassigning prefab source, spruce up instance inspector a bit, don't totally shit pant when prefab is missing
4 Months Ago
Fix post processing (was passing in ITexture as an int)
4 Months Ago
DynamicSceneObject: AddVertex( Span ) should not accept a count, internalize ptr only method, VertexSceneObject adds range
4 Months Ago
Add StringToken alternatives to RenderAttributes
4 Months Ago
Wake connected here too for good measure Don't dirty box collider on size change, update the hull instead - fixes trigger enter/leave when resizing
4 Months Ago
Add internal UpdateBoxShape, box collider will use it
4 Months Ago
Update mesh shape by updating the BVH instead of recreating the whole shape
4 Months Ago
Turn on trace solver again, looks like it performs much better Use worldspace cloud here for the obstacle, it's always identity so no need to transform it
4 Months Ago
Clear velocity internally when disabling motion
4 Months Ago
We can't assume rigidbodies are static when motion is disabled, people are using them for kinematic platforms
4 Months Ago
Fix terrain clipmaps being generated at the shadow map's position rather than the main camera's when rendering shadows
4 Months Ago
Merge latest izabu changes
4 Months Ago
Rigid body motion disabled uses static, it doesn't make use of shadow controller so we just miss out on CCD if we use kinematic
4 Months Ago
Make sure rigidbody disables controller when motion is enabled
4 Months Ago
More tests
4 Months Ago
More logs
4 Months Ago
Take this delta
4 Months Ago
Prefab changes on disk will update any instances in open scenes, even when the prefab's not open
4 Months Ago
Ignore deleted/stale assets in path lookup, unregister managed resource handles on deletion
4 Months Ago
Fix sliding down slopes, move to height of ground trace hit position
4 Months Ago
ifdef this shit out to see if it's slowing us down