21,833 Commits over 1,583 Days - 0.57cph!
LobbyConfig.HideInServerList would let you hide a lobby from appearing in any server lists in s&box but still queryable with QueryLobbies
Add DebugOverlaySystem.ScreenText
Fix fbx import crash, face set doesn't exist in mesh?
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
Spritecard tries to sample lightmaps from vertex shader which isnt what we want, remove dynamic combo rules for lightmaps
Build shaders with bindless lightmaps
Final adjustments, vertex shaders still use lightmapping combo, take out rest of lightingTerms.vDBG_BakedLighting
Bindless Lightmaps use cbuffer directly for indices instead of setting texture parameters, lightmapping conditionals use constants instead of combos now
Bindless Light Probe Volumes
Actually bind bindless lightmaps
Remove baked lighting ToolsVis, they're nigh useless for us now, the one we actually use is a near duplicate of Diffuse toolsvis
Remove all references to lightmapping combos, they're still available on vertex shader for lightmapping uv input though, PS stubs it out on specialization
Start bindless lightmaps & light probe volume
Fix possible NRE in Texture.TryToLoad
Shoes .clothing files adjustments
Don't spam warnings for unsupported drop objects, just ignore the action https://files.facepunch.com/layla/1b0911b1/sbox-dev_ZHw0ss4q4P.mp4
Allow line renderer to have lighting, same as particles https://files.facepunch.com/layla/1b0911b1/sbox-dev_EOUiaThKg1.mp4
Make additive particles blend correctly in fog too https://files.facepunch.com/layla/1b0911b1/sbox-dev_zrmiRJG1pg.mp4
Expose Parallel.For by wrapping it in Sandbox.Utility
.clothing adjustments + citizen body female adjustments
Added [IconName] Attribute for String Properties, creating an Icon Picker ControlWidget
https://files.facepunch.com/CarsonKompon/2025/January/09_11-26-LateSwordfish.mp4
Added Right Click -> Clear to IconControlWidget
Added Context Menu to DateTimeControlWidget (Set Month, Set Current Date/Time, ect)
Another angle at action graph properties
Menu for adding properties
Some restructuring / simplification
Can get / set action graph properties
VR: Deprecate List-based `VRController.GetJointData()`, replace with array-based `VRController.GetJoints()`
Remove ToolsVis Mode (#1763)
* Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
* Remove ToolsVis() MODES from all shaders 🙏🏻
* Remove ToolsWireframe and ToolsVis from shadergraph template
* Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
* Compiled shaders with branched ToolsVis
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
Remove ToolsVis() MODES from all shaders 🙏🏻
Remove ToolsWireframe and ToolsVis from shadergraph template
Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
Compiled shaders with branched ToolsVis
Change PlayerController [HelpUrl] to the sbox.game URL
Replace animation [Header]s with [Group]s in PlayerController for consistency with the other tabs
Get more information from ControlSheetRow ToolTips, showing the C# Type and C# Property Name.
https://files.facepunch.com/CarsonKompon/2025/January/09_09-14-LateHorseshoecrab.mp4
Added ControlSheet.IncludePropertyNames, defaults to false. Only show C# Property Names in GameObject, Component, and GameResource inspectors.
Colour code the type names in Property Tooltips, also ensure property names don't show for Variable Prefabs..
Compiled shaders with branched ToolsVis
User perms config
Allow Json comments
Add default users.json file and change structure of config
Don't ignore game/config/users.json because we want to keep the default with comments
Return true in Connection.HasPermission if the connection is the host. We'll check user permissions from the config file for connections to a dedicated server.
Remove some test logs and make HasPermission available
Hide/Unhide works on Hammer GameObjects
Resolves Facepunch/sbox-issues#7200
Delete all this dota grass code
Remove some test logs and make HasPermission available
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Revert "Fix unit tests getting the wrong envrionment var (not sure what changed)"
This reverts commit ce247dd3bd66aaad88b3b73b8e8ab8297dc38d9d.
VR: clean up logging
VR: Synchronization refactor, update Facepunch.XR to 1c1b65ae7ec5ef89ff2f1e508f4bcdbea58ebd3c
Removes Sync() call, should remove jittering(!), and reduces unnecessary logging
Add dump_scene concmd, puts a clone of the current scene onto the clipboard for debugging
MapInstance: Don't delete all our children we've just received from the network snapshot
Mounted VPKs are part of the snapshot, we need these mounted before we deserialize the received scene / networked objects
Return true in Connection.HasPermission if the connection is the host. We'll check user permissions from the config file for connections to a dedicated server.
User perms config
Allow Json comments
Add default users.json file and change structure of config
Don't ignore game/config/users.json because we want to keep the default with comments
Investigate why test is running in wrong directory during ci
Ignore null GameSystem's when shutting down - it might be null due to hotloading
Add PlayerController.IEvents.OnJumped
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Improve networked scene changing by simplifying it and no longer reusing the handshake process
Scene changing working again nicely. Use DisconnectScope() when clearing scene/disconnecting on play mode exit to keep other clients functioning properly
This needs to be reset before dragging
Better handling of drop traces when below grid, trace to plane using last traced height https://files.facepunch.com/layla/1b0811b1/sbox-dev_QR4dwTeq7E.mp4
Texture.Depth returns 6 for cube textures - Fixes getting pixels from cube textures
Fix CRenderThreadVulkan::OnReadPixels not reading from volume textures properly, it was using src slice as array layer
Add Scene, Prefab, and Sound to the top of the New Asset menu for ease-of-access. Resolves Facepunch/sbox-issues#7003
Added [TargetType] attribute so you can only select a `Type` that derives from the target type. Resolves Facepunch/sbox-issues#7345
Added "None" option to TypeControlWidget
Ensure Facets are always reset in Cloud Browser
Added Type Filter to Cloud Browser when not already filtering by type. Resolves Facepunch/sbox-issues#7031
Need to confirm scene load, to call OnJoined again appropriately
Added button to test sound component from the Inspector. Resolves Facepunch/sbox-issues#7348
Soundscape Component no longer overrides the volume of stings. Resolves Facepunch/sbox-issues#7346
Fix BaseSoundComponent not applying override values to SoundHandle properly