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8,282 Commits over 730 Days - 0.47cph!

12 Days Ago
Use latest version of bc7e.ispc with determinism fixes and improvements to solid color block encoding (richgel999/bc7enc_rdo)
12 Days Ago
Summer Shorts skinning and clipping fixes
12 Days Ago
Fix list view in inspector not creating classes
12 Days Ago
Fixed TextManager not evicting old textures regularly enough Fix soundscape sounds not stopping and volume not cross fading properly
12 Days Ago
Skirt Delete Deleting Skirt asset, will make another one to fill it's place in the future.
12 Days Ago
Polo Shirt Skinning and LODs Adding LODs and Small adjustments to Skinning of Polo Shirt
12 Days Ago
Fixed submitting to typed leaderboards from the server Main menu leaderboards support new types / multiple fields
12 Days Ago
Initial experiments
12 Days Ago
Fix LocalPosition and LocalRotation setting physics body to wrong position
12 Days Ago
Adding clear back, since people were using it
12 Days Ago
Started on leaderboard definition code gen Typed leaderboard score encoding Typed score decoding Moved setting for which leaderboards are visible in the menu
12 Days Ago
Decal.Clear uses RPC instead of native networking
13 Days Ago
Handle multiple line input in in-game console
13 Days Ago
Fix addon exceptions not logging correctly
13 Days Ago
Fix oopsie where most Hammer inputs don't work
13 Days Ago
Do not allow using any public method as hammer input
13 Days Ago
New Outfit Piece - Polo Shirt New Blue Polo shirt, LODs and skinning adjustments coming ASAP https://files.facepunch.com/daniel/1b1311b1/Photoshop_bRnXTjWccU.jpg
Sam
13 Days Ago
Add used shader as material dependency
13 Days Ago
Fix ragdoll render bounds, fixes ragdolls getting culled when clearly still in view
13 Days Ago
Clean notice manager, prevent exception on exit
13 Days Ago
css supports universal selector
13 Days Ago
Hide constructor for ICSharpCompiler.Diagnostic
13 Days Ago
Cleanups Warning fixes Prop Physics can be clientside only through Hammer New inputs for Prop SetCollisions (1/0) SetVisible (1/0) SetBodyGroup (by name in modeldoc) SetMaterialGroup (by name in modeldoc) SetScale (float) Delete (replaces Kill)
13 Days Ago
Added ExpandGroup.SetHeaderWidget Added "danger" button type in tools Let FloatProperty widget support more than 2 dp of precision First pass of leaderboard type editor done
Sam
13 Days Ago
Get boilerplate for managed asset compile
13 Days Ago
Load texture options from meta instead of txt https://files.facepunch.com/layla/1b1311b1/sbox-dev_pVhUB9McwK.png
13 Days Ago
Don't allow animgraph override on client unless the entity is client only
13 Days Ago
Fix asset type popup shadow in wrong place
13 Days Ago
Paint the top of the GameFrame when in full screen mode
13 Days Ago
Added SceneCamera.EnablePostProcessing
13 Days Ago
Rename RenderDevice to g_pRenderDevice Add Render.DrawSceneToTexture Remove old RenderScene implementation Disable initial screen clear (assuming it's not needed now) Remove unused AllocateD3DTexture from texturedx11 Not sure what this GetBinding call was hoping to achieve Render ScenePanel SceneViews as dependant views rather than EmbeddedViews - because they get rendered first apparently I don't even know Create a version of CreateRenderTarget that'll only create if the passed in texture is different Fallback MSAA if not supported when rendering scene Bought back ScenePanel.RenderOnce, added ScenePanel.RenderNextFrame() Fix new Texture.Create being commented out
13 Days Ago
Reduce size of default SoundscapeRadiusEntity When leaving a soundscape, keep playing it until you're not in a soundscape anymore
Sam
13 Days Ago
Iterate on shaders as assets
13 Days Ago
Add AnimGraphDirectPlayback Time and Duration
14 Days Ago
Remapped RotateTexture90CW (Face mode) to "Alt+S" The asset browser toggled override the command in face mode
Sam
14 Days Ago
Make HVfx be HShader, start adding shader handle from C# side Fix perspective on ui shader Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code
14 Days Ago
Spell check documentation Spell check documentation part 2 Spell check documentation part final
14 Days Ago
Fixed integer division in Link.cs Converting long / double to / from string Added MinValue / MaxValue to Float / IntProperty editors Make PropertySheet.AddProperty() return a Widget Leaderboard configs, typed leaderboards WIP leaderboard type editor
14 Days Ago
Fix renderblobs in particles not receiving lighting information
14 Days Ago
Clean up some documentation Hidden DoorEntity.ShouldPropagateState and BaseTrigger.ToggleDrawTriggers
Sam
14 Days Ago
Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile
14 Days Ago
Hammer: Fix Qt already has layout console spew with CQStylizedGroupBoxControllable Fix null ref on new maps
14 Days Ago
Get the debug download text working again, use static dirtying this time so its safer / easier
14 Days Ago
If we're compiling shaders in fast mode lets pass some info into the shader compile hash so it'll rebuild when compiling in optimized mode Compile shaders in -fast mode when hotloading (about 4x faster for iterating)
14 Days Ago
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }` Move ManifestMount to Sandbox.Engine Static ToolRender class uses the current CToolRenderContext context Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously Create a remote asset manifest within a map doc, save/load remote assets used within the map Simplify mapdoc remote asset manifest, no need for all these C++ bindings ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies` ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest Fuck around a bit with mounting transient assets before collecting assets for publishing, doesn't work properly unless the assets are registered with the asset system and that doesn't like symlinks.. yet Small cleanup in compilemap, it's okay not to have a .meta file, remove some debug logs
14 Days Ago
Don't pop up shader log when clicking code compile notice Quicker notice dismiss Hide startup code compile notitfications unless there are errors (maybe this should be the default?) Show only the top 5 compile errors
14 Days Ago
Add shader asset type and empty resource compiler for it
14 Days Ago
Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest Fuck around a bit with mounting transient assets before collecting assets for publishing, doesn't work properly unless the assets are registered with the asset system and that doesn't like symlinks.. yet
15 Days Ago
Cleaned up shader compiling, added new notifications system This update won't increase the speed of shader building, but it'll bring some stability and reliability to editing them. Thew new notifications are going to annoy you - please let us know what options you want (sbox-issues/discussions)
15 Days Ago
Cleaning stuff up to ship Reduce cssbox combos from 4000+ to 96 Make mat_reloadshaders just reload the shaders, and not try to recompile them I think these warnings about missing texture attributes in materials are probably not needed