reposboxcancel

19,775 Commits over 1,491 Days - 0.55cph!

12 Days Ago
Revert "Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check" This reverts commit e08435cdc7b5412e81fa752af22c2eb35b48ce4c. Revert "Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes" This reverts commit 858eebcfd1e95eb0cd13cbf32043d39d8a4622b1.
12 Days Ago
Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check
12 Days Ago
Fix GameObject.NetworkSpawn(null) spawning as host instead of spawning with no owner. Fixes a few games.
12 Days Ago
GameTransform.DisableInterpolation is a static, remove AddToInterpolationSystem + RemoveFromInterpolationSystem Reduce HashSetEx initial size Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes
13 Days Ago
Test HashSetEx with iteration counter and deferred changes Fix NRE in UndoGameObject
13 Days Ago
Lets try this "real" ConcurrentHashSet to see if it matches the performance of the old BufferedHashSet. I have a feeling we're going to be better off special casing the collections for our updates to maximize perf
13 Days Ago
Human: more skinning updates focused on polishing height scale squash & stretch as well as volume preservation on elbows & kneecaps
13 Days Ago
Fix "path cannot be empty" when opening object menu
13 Days Ago
Since BufferedHashSet is more expensive now, lets try to avoid it where we don't need the concurrency
13 Days Ago
Don't repeat NetworkSpawn logic, filter down to one function
13 Days Ago
Network the GameObject enabled status
13 Days Ago
Add ISceneLoadingEvents - Allows listening to events related to scene loading and creating loading tasks Add Game.TakeScreenshot ComponentFlags.NotSaved is ignored when networking Move ShouldSave logic to SerializeOptions
13 Days Ago
Adding OnUpdate etc will refresh directory on hotload - avoiding the need to stop and start the game for them to start working Change BufferedHashSet to use a ConcurrentDictionary under the hood This hopefully fixes issues occurring when iterating multiple times, inside itself, and Count not changing until iterating. We should rename this to ConcurrentHashSet at some point. Make objectindex a BufferedHashSet so Scene.GetAll<T> doesn't suffer from modified while iterating Add GameObjectSystem<T>
13 Days Ago
Fix Custom Cursors not being cleared when returning to S&box Main Menu.
13 Days Ago
GameObjectSystems can implement scene events * Replace Scene.GetAllComponents<T> with Scene.GetAll<T> * GameObjectSystems can implement scene events (Scene.RunEvent<T>) * GameObjectSystems can implement INetworkListener
14 Days Ago
Fixed joint sets linear angular spring maximum force to float max, this is the default, not zero
14 Days Ago
Fix prop gibs not making use of placementOrigin attachment when it exists, causing some gibs to be spawning at incorrect origin https://files.facepunch.com/layla/1b2111b1/sbox-dev_LApwRRrbZ8.mp4
14 Days Ago
Null check these too
14 Days Ago
Fix NRE caused by "Fix Duplicated Entries in Create GameObject Menu"
14 Days Ago
Improve search performance
14 Days Ago
List view shows time & modified date Those folders should have been blue Show file sizes in list view https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_fjHVEp2Awp.png
14 Days Ago
Just get rid of F_DISABLE_Z_PREPASS entirely, it's not applicable for users to set it, static overlay uses BoolAttribute( NoZPrepass, true ); directly
14 Days Ago
Fix action graph target types in resources
14 Days Ago
Nicer display info for interface types, icon for event methods Added scene.run node https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4
15 Days Ago
animation: none clears animation Clear ragdoll bone initial positions after using them
15 Days Ago
use default depth_only combo for skin Remove F_DISABLE_Z_PREPASS from shaders except if you want it explicit, remove it from eyeao until we recompile shaders
15 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler VrMonitor goes long unused since we removed SceneMonitor & VR Multiview Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao AO on lighting pass GTAO stub, remove sdf.hlsl (until we meet again 🫡 ) Iterate gtao
15 Days Ago
Fix Duplicated Entries in Create GameObject Menu
15 Days Ago
Clothing Updates
15 Days Ago
Add sbyte, short, ushort to IntegerControlWidget
15 Days Ago
Fix model physics positioning physics from render bones without the renderer world transform when scene model doesn't exist yet
15 Days Ago
Only enable physics system in editor while using physics tool
15 Days Ago
Auto start simulation on grab https://files.facepunch.com/layla/1b1911b1/sbox-dev_8C4a7S0Nfm.mp4
15 Days Ago
Block tool switches to object mode after creation
15 Days Ago
Add space shortcut to toggle simulation Stop simulation on selection change
15 Days Ago
Add physics tool to manipulate physics in editor https://files.facepunch.com/layla/1b1911b1/sbox-dev_d719Yy9fe4.mp4
15 Days Ago
Editor support for scene.run nodes https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4 Nicer display info for interfaces, default icon for event methods
15 Days Ago
Implement chip tag filtering https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_0quPxgWO64.mp4 Reverse recent locations & limit to 10 to match Windows Explorer functionality
15 Days Ago
Added Filter Settings to Add Component Popup. Can hide base components. Resolves Facepunch/sbox-issues#6428 https://files.facepunch.com/CarsonKompon/2024/September/19_11-10-TransparentAmethystinepython.mp4
15 Days Ago
Prefabs marked as `ShowInMenu` will actually show in menu without having to be in `templates/gameobject/` subfolder. If a Prefab is marked `ShowInMenu` then you can give it `DontBreakAsTemplate` so it maintains the prefab reference when created via the GameObject Menu. Resolves Facepunch/sbox-issues#6035
15 Days Ago
Recent locations button Tweak styling, move current project to top of asset locations list https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_cY35ptbOcb.png
15 Days Ago
Show particle count like this so it doesn't show up as a prefab variable
15 Days Ago
Catch possible NRE This isn't needed anymore Add .source2/ to gitignore template If package is on disk just use asset directly when dragging into scene
15 Days Ago
WIP scene.run node
15 Days Ago
Add GetBoneTransforms and GetBoneVelocities to SkinnedModelRenderer Doesn't make a difference, but run ApplyStoredParameters here Add ModelPhysics.CopyBonesFrom( SkinnedModelRenderer ) Add Component.Invoke( seconds, action ) Add Renderer.CopyFrom( Renderer ) GameObject.Network.OwnerConnection becomes GameObject.Network.Owner
15 Days Ago
Add particle editor tool to debug playback in editor https://files.facepunch.com/layla/1b1911b1/sbox-dev_gymPdlXVD6.mp4
16 Days Ago
Clothing update
16 Days Ago
Fill up _renderTarget on Graphics Scope so that we can fetch the immediate color/depth textures also without a copy Fetch depth and color directly for DoF so that we can do pixel perfect fetches, start making near dof not shit
16 Days Ago
Clothing update
16 Days Ago
Human: removed Rust animations