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10,450 Commits over 883 Days - 0.49cph!

10 Days Ago
Fixed Wall_cinderblock_blend not having the blend set
10 Days Ago
Predict sound hash instead of guid for some sound functions, prediction probably hasn't been working on them
10 Days Ago
Support "world" tag to render only or exclude static objects and hammer geometry
10 Days Ago
Don't apply keybinds until save is pressed
10 Days Ago
Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one remove unused HasTag overload
10 Days Ago
Model preview, entity positions
10 Days Ago
Remove hack that strips empty string key values on map compile Allows existing key values to be set to empty, such as func_precipitation particle effects Removed unused functions - ConvertOldKeyValuesToNew & UTIL_LoadAndSpawnEntitiesFromScript
10 Days Ago
Remove voice ban (?) and team behavior from particle message
10 Days Ago
Moved BaseApiResponse to Api.cs GetScheduledEvents refactored, is BaseApiResponse
10 Days Ago
Fix cloud assets not loading for local maps in local projects For map projects that are outside of the game directory and are loaded without using their ident
10 Days Ago
Can define csproj name in project settings Don't save package in addons..js Add EntityPrefabEditor not as an addon Re-organize addon
10 Days Ago
Initial commit / backup
10 Days Ago
Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added EntityPrefab GameResource EntityPrefab tool addon Mark Model as a EntityPrefab.Property
10 Days Ago
Strip obvious unused protobufs, dota demo protobufs and tempents
10 Days Ago
Client Input Components (#747) * Initial commit * Documentation for ClientInput hints that it can also be used on ClientInputComponent * Allow any component, remove ClientInputComponent * Copy component values best we can in MimicBot
10 Days Ago
Stop watching assemblies swapped with null More compiler name consistency fixes Skip assemblies that depend on a swapped assembly Warn when two versions of the same named assembly are watched Log all hotload messages if hotload_log >= 2 Include build number in runtime compiled assemblies To help with debugging
10 Days Ago
Update cached resource value when saving to disk/memory Add Namespace, FullName to TypeDescription ComboBox correctly changes the CurrentIndex when changing CurrentText Made DockWindow.CreateDynamicViewMenu public Make PropertySheet.AddProperty public Fix crash in ToolWindowManager.Clear
10 Days Ago
CheckOverlap should support prim vs mesh and mesh vs prim (just not mesh vs mesh)
10 Days Ago
Rubikon: Add support for meshes in CheckOverlap
10 Days Ago
Add DockManager.Clear() - to clear and reset to default values Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor
10 Days Ago
Detect cyclic dependencies faster
10 Days Ago
Shader-Pain branch This supersedes #645 Finally, blendable compiles again Update everything to use the new names but try not to break valves api in the process A flat out macro replacement breaks quite a bit of stuff unexpectedly and changes some APIs which happen to have the example same name as inputs & outputs. Doing this selectively prevents all those issues and keeps us in line for any future updates we get need this too Actually append an base VS & PS section if we don't have one Get rid of our old legacy instancing Revert "Get rid of xen animations" This reverts commit 84f51906057979ecc0db1577d6da9d30eafc1f70. Revert "Get rid of environmental interaction stuff too, it's unused so no point in having it" This reverts commit c78ca6f7d2778af2948ebc540745e23ca89e6ac8. Throw in an include which is defined post inputs for the includes which actually need a pixel input defined for function arguments Get rid of environmental interaction stuff too, it's unused so no point in having it Get rid of xen animations Rename all pixel/vertex struct members to simpler names. Allow API to handle both cases of the old & new name Remove #pragma optimize("", off) Allow procedural for both post processing and surface shaders Fix the remaining shaders with the new updates Move render states to ui/pixel.hlsl so we don't set them all the time manually Strip and cleanup UI shaders. Move all helper funcs to their own file instead of copy pasting them. Use our public facing names instead of internal names Fix optional entry points not being found when behind definition guard Initial work on cleaning up UI shaders Allow F_MORPH_SUPPORTED to finally be optional too Split surface.hlsl and surface.minimal.hlsl, fix GatherMaterial when not using texture inputs Reorganize again, allow having both pixel & vertex input independently optional Fix it so it compiles Optional entries for surface shading Create post_process.hlsl, provide default entry point for vertex and input The example post processing shader can now just be a pixel shader instead of everyone copying the exact same vertex shader all the time Add helpers for determining which shader stage we're processing Allow optional VS_INPUT and PS_INPUT, also allow optional entry points Fix the remaining shaders so they now compile Blendable compile fix Make HQ Reflections, ripplecompute & tiled light compile again Move triplanar to different file, we don't always define pixel input Fix DepthToRealDepthWorldUnits Oops Initial support for tri-plannar mapping in blendable. sboxgame/issues/issues/1003 Add Tex2DTriplanar for sampling with tri-plannar mapping Get rid of S_TRANSFORM_CONSTANT_BUFFER Allow fetching world mapping size within shaders Add CreateMaterial() for returning a struct with default parameters for a material Split texture & attribute inputs from the pixel include. Not every material should be forced to use Color, Normal, Roughness etc. Now there's the option of including just the APIs and not being forced to use specific attributes, features or textures Get rid of the last of our internal sbox_ includes Do the same for sbox_lighting, move to public Get rid of sbox_pixel.fxc, trim & move to public Start implementation of common helper functions people need for shaders - RemapDepthToViewport - DepthToApproximateWorldUnits - DepthToRealDepthWorldUnits - ReconstructPositionFromDepth Move shader includes into folders instead of long names in 1 folder Actually account for opacity in the shading models. Opacity now works for ShadingModelValveStandard Let high quality reflections propagate to all user shaders optionally since we can just check if a feature even exists now Trim a lot of features needed to be included, they're now optional instead of forced! Last one left is morph, still need to do some work to get rid of that one! https://files.facepunch.com/ognik/1b1011b1/sbox-dev_r0eCOvInhu.png F_ADDITIVE_BLEND is no longer mandatory for shaders Update all shaders Fix complex compile errors due to secondary UV truncation + parallax occlusion & detail textures Revert "debug prints" This reverts commit 637cd5109d557a230fd02d4828c726cc37a9da7d. Revert "more debug prints" This reverts commit fd9301e0773cf03e2c12117cac92ed6495aad25c. Update post_process.shader_c more debug prints debug prints Add FeatureExists preprocessor function, lets you check if a feature exists Drop additive blending combo from complex, make parallax occlusion replace it since it's an extra sampler Rebase fixes Allow us to reference features at runtime & set default values when they don't exist Built shaders for testing Add Parallax Occlusion to complex Return the full range of NdotL instead of the saturated version to allow for more lighting models out of the box Mark glow shaders as dev only Get rid of postprocess example, should be on the wiki Drop sys from Combos, this was removed with shader-assets and does nothing now Remove the needing to require special definitions when overwriting render states supersedes #648
10 Days Ago
Switch various game settings to button groups Add glass.is-label, apply it to all settings labels Give each page its own save/restore buttons + highlight the button when changes are made
10 Days Ago
Citizen/animgraph: some cleanup in Section 05
10 Days Ago
Citizen/animgraph: converted the "shotgun" branch to the newer compositing
10 Days Ago
Citizen/animgraph: converted the "holditem" branch to the newer compositing
11 Days Ago
Chat TakeLast not Take oops Give ourselves a bit of time to connect to the global lobby Chat lobby ad updates properly
11 Days Ago
LocalProject.FindByIdent can find #local packages Only add the LocalProject for server's current map, not all of them
11 Days Ago
Reapply named values in particle editor when restarting particle system
11 Days Ago
Load resources from local map addons on server start Fixes soundscapes in local map addons not loading in-game. Also added a warning when a soundscape entity fails to load a soundscape.
11 Days Ago
Fix named values not being applied to children
11 Days Ago
Docs pass, cleanup For now, exclude events that have already finished
11 Days Ago
Initial impl of named values for particle editor https://files.facepunch.com/layla/1b2411b1/sbox-dev_aRI4OtqUEU.mp4 Support remapping for named values Rename Named Value to Named Float, move it below Literal Float Better icon for named value Create slider for named float editor Add named vector More readable icon Add Particles.Set for named vector Default named value on control point info change until I figure out a way to restore them Keep named preview values updated on name change Added Set Named Values to info_particle_system Added name value example particle system
11 Days Ago
Fixed ScheduledEvents not prioritizing active events Format TimeSpan in a front-facing manner (2 days, 10 minutes etc..)
11 Days Ago
Remove naughty words from menu chat with users Steam profanity filter Parties are private lobbies again, stop them showing up in lobby list
11 Days Ago
Game.Clients works in the menu Fix the Current Game screen slightly
11 Days Ago
Adjust event widget style
11 Days Ago
Support case where we don't find an event. Minor code cleanup
11 Days Ago
Added Set Named Values to info_particle_system Added name value example particle system
11 Days Ago
Keep named preview values updated on name change
11 Days Ago
Refactor Lobby -> GameLobby, replace GameLobby.Active list with static GameLobby.Current, no longer owned by LobbyFrontPage. Add PartyLobby and GlobalLobby static classes, and lobby_type metadata so we can differentiate between party and game lobby invites Some simple anti-spam for chat Party invites work again
11 Days Ago
Copy component values best we can in MimicBot
11 Days Ago
Default named value on control point info change until I figure out a way to restore them
11 Days Ago
Lobby/packages design cleanup Fix occasional panel index out of bounds Add storage settings page Duplicate asset option in context menu for assets in asset list Fix CI uploading without tests passing Fix concurrency Move concurrency to the root Dirty panel styles recursively when PseudoClass changes (fixes hover style remaining on children) Component RPC Support (#744) * Component rpc initial test * Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId * Backwards compat * Use temp StartRpc2/SendRpc2 names until next pain day Merge branch 'master' into client-input-component Allow any component, remove ClientInputComponent
11 Days Ago
Component RPC Support (#744) * Component rpc initial test * Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId * Backwards compat * Use temp StartRpc2/SendRpc2 names until next pain day
11 Days Ago
Dirty panel styles recursively when PseudoClass changes (fixes hover style remaining on children)
11 Days Ago
Move concurrency to the root
11 Days Ago
Fix concurrency
11 Days Ago
Fix CI uploading without tests passing
11 Days Ago
Duplicate asset option in context menu for assets in asset list