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20,788 Commits over 1,522 Days - 0.57cph!

5 Months Ago
move fps_max to c# - make it more accurate
5 Months Ago
Vector4 uses System.Numerics.Vector4 where possible Add BBox.Snap Fix particle bounds being wrong ParticleRenderer has [RequireComponent] ParticleEffect
5 Months Ago
Remove randomly added repeat functions from Curve @MVFP Fix prefab/scene videos timescale too fast Move ParticleGameSystem to its own file Curve micro optimizations
5 Months Ago
Touch events
5 Months Ago
Sensor events
5 Months Ago
Update to latest, update vpc, wrap any izabu changes in SBOX defines Add back body axis lock Linear slop is 0.03125 in sbox Allow joint to become inactive Joint is enabled if it's active Add should collide callback Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor Add joint break callback Don't calculate mass for height shapes Test max impulses for joint breaking AddSpringJoint Fix compile errors in physics joint Fix GetBody, AddBody, StepSimulation, StepUpdateManaged World and shape userdata is void* now not intptr Fix body types Joint max impulse limits Create shapes with default shape def Default world def Setup contact modify and should collide callbacks Fix AddBoxShape Add material list to BVH IsConcave -> IsMesh IzArray -> IzSlowArray IzTOIQuery -> IzTOIResult IzGeometry -> IzQueryShape Remove custom cast callbacks for now, can probably use their casting now Shape, Joint, Contact are structs now Fix more compile errors Remove these sweep functions from interface, we're not using them Collision mesh serialization now uses Vector instead of VectorAligned for vertices, upgrade them in transfer post load Fix GetTriangleMaterialIndex for meshes AddTriangleMaterialIndex and ClearTriangleMaterials do nothing until izabu base mesh shapes have a physical material list Comment out all cast functions so we can compile Don't include simd.h in VPHYSICS2_LIBRARY, conflicts with engine simd Deep copy rubikon hull to izabu hull Should collide callback is backwards, woops Fix StepUpdateManaged not accessing active bodies, woops Destroy hull after adding it to hull shape, shapes no longer own the hull CastBoxSingle AddMeshShape with scale can just do a deep copy of BVH, mesh shapes support scale Make sure BVH gets destroyed on shape destroy Swap bit fields when copying BVH nodes Adding transformed mesh uses fast path when there's only scale in transform (building BVH is expensive) Izabu has body enable/disable so just use that instead of our shit Get rid of these single body casts, they're not being used Enable sensors for triggers Missed an angular lock Route asserts to engine so they show up like any other assert Disable this contact assert, doesn't make sense Hook up joint break callback, disable joint on break These cast functions aren't used either Remove GetBboxFromProxies Try casting box with a small hull skin to avoid getting stuck Run a trace solver on hit shape to get the proper hit fraction and start in solid Move trace solve to cast callback so everything can use it Use our filtering in cast callbacks Grab triangle on base mesh so that it should work for both mesh and heightmap Get rid of all this shit, it's no good Hulls sweep with a radius Resolve hit penetration (should add to trace API?) ApplyLinearImpulseAtWorldSpace just uses ApplyLinearImpulseAt, same thing Remove more unused from interface Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about Shape casts can have a start rotation ( cast rotated box, capsule, etc) Implement CastRayMultiple, CastShapeMultiple Use a callback for izLinearCast so we can override it and do our own Add per triangle material properties to base mesh
5 Months Ago
Add per triangle material properties to base mesh
5 Months Ago
Update minimal scene so its not running upgraders when you make a new project.
5 Months Ago
Add header to PageNotifications so it's the same as the others
5 Months Ago
Add confirmation prompt when removing libraries, sbox-issues/issues#5740
5 Months Ago
Make scene tab naming consistent, fix window title showing wrong scene stuff
5 Months Ago
Stop us redocking scene views and stomping saved layout on the initial load, fixes Facepunch/sbox-issues#5673 (Scene views will now appear in the last place you had them, incl. popped out)
5 Months Ago
Rename Name -> DisplayName so there's no conflict on KeybindPanel
5 Months Ago
Super minor cleanup
5 Months Ago
Cache the overrides so we don't have to keep checking against EditorCookie
5 Months Ago
Change "F5" -> "editor.toggle-play" on Play menu option
5 Months Ago
Fix SaveMixer being static
5 Months Ago
Vector3 optimization, use System.Numerics where possible
5 Months Ago
Shortcuts with Function Keys are always to editor even when Game Frame is in focus F3 and F5 editor commands are now Shortcuts like everything else Fix shortcut not displaying on Align To View option
5 Months Ago
Fucked it
5 Months Ago
Add Graphics.Draw to stats Count material system stats in retail
5 Months Ago
Qt Option now takes shortcut ident (eg. "editor.undo") and internally resolves bind (eg. "CTRL+Z"), updating when changed. No longer registers shortcut internally when set.
5 Months Ago
ShaderGraph: add IsAttribute to Branch (from Louie)
5 Months Ago
Cleanup shortcut groups Added individual Revert button when bind is different from the default https://files.facepunch.com/CarsonKompon/2024/July/12_08-54-UnimportantTarantula.mp4
5 Months Ago
Split out VR input into multiple files, delete Finger
5 Months Ago
Fix list reorder handle blocking control drag handlers (eg float drag), resolves Facepunch/sbox-issues#5806
5 Months Ago
VR: Calculate tracked object velocities VR: Call UpdateHaptics() on VR controller VR: Only offset for skeletal hand poses - not for raw /input/grip/pose data VR: Add Delta to DigitalInput - WasPressed works as intended, but isn't the same as a delta, so maybe this is helpful? VR: Might as well obsolete these while I'm here
5 Months Ago
Fix NREs when using CameraComponent before it OnAwake()s
5 Months Ago
Non-reference types aren't bindable so don't allow for PropertySheet.AddProperty, fix compiler settings not saving Facepunch/sbox-issues#5808
5 Months Ago
5 Months Ago
Revert "m_nInstanceStepRate not used anywhere get rid" This reverts commit 512a3827c2d47ee6976ca8b0dfe63cc448fe369d.
5 Months Ago
Add mutex and pray
5 Months Ago
Use a callback for izLinearCast so we can override it and do our own
5 Months Ago
Allow non-static method shortcuts since there seems to be a good chunk of those Stop feeding shortcut to Options for now Fix size of Editor Keybinds page Fix using the wrong widget for non-static shortcuts Move EditorPreferences.Keybinds over to new [Shortcut] attribute system on each function Completely remove EditorPreferences.Keybinds Change name/groups for a few shortcuts Order categories by name in PageKeybinds Remove some debug logs Create Texture Editor and Actiongraph shortcuts Create ShaderGraph, Hotspot Editor and some more scene shortcuts Add GameObject/Transform shortcuts and fix static method issues. Made grid size shortcuts Window type instead of Widget type Make all the different editors share a few binds (So there's not a Copy,Cut,Paste,Undo,Redo,ect. per-editor) Make classes with [Shortcut] attribute properly rebindable (used for editortools)
5 Months Ago
Implement CastRayMultiple, CastShapeMultiple
5 Months Ago
Shape casts can have a start rotation ( cast rotated box, capsule, etc)
5 Months Ago
Oops, DrawInstanced was needed !
5 Months Ago
Created EditorKeybinds.cs with a few starting keybinds Move Keybinds into EditorPreferences since that makes more sense Add RegisterShortcuts() function whenever shortcuts are registered and use the EditorPreferences keybind instead of hardcoded string Added Editor Keybinds page to EditorPreferencesWindow Subscribe all RegisterShortcut voids to keybinds.update EditorEvent https://files.facepunch.com/CarsonKompon/2024/July/10_21-46-TautDuck.mp4 Create shortcut for EditorCycleViewMode Make Keybinds page scrollable, add Reset to Default button, and add Are You Sure popup to Reset button Use TitleAttribute for keybind names https://files.facepunch.com/CarsonKompon/2024/July/10_22-23-FakeGourami.png Add AllowModifiers to KeyBind widget, set to true for Editor Keybinds Page (Allows you to bind CTRL+SHIFT+ALT+Whatever) Some FileOption binds, but they dont auto-update yet. Will need to find a good way to do that for Option entries Call keybinds.update EditorEvent on Reset to Default Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds Need to call this after EditorTypeLibrary is created Register shortcuts elsewhere and remove some option shortcuts Change default shortcut type Register shortcuts on hotload Convert some older shortcuts into the new [Shortcut] attribute Change shortcut defaults Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides) Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds EditorShortcuts rebinding actually works now, much more lightweight than prior version Make user overrides save properly Get Name and Group properly, allow attributes to override. Get keys from shortcut name in Option.cs
5 Months Ago
This doesn't need to be DrawInstanced Fix loading ui textures not updating when they finish loading
5 Months Ago
Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about
5 Months Ago
Reset should probably use that local/world toggle too
5 Months Ago
Added toggle for displaying transforms in local/world space, resolves Facepunch/sbox-issues#5019
5 Months Ago
Whitelist AggregateException
5 Months Ago
Get keys from shortcut name in Option.cs
5 Months Ago
Call keybinds.update EditorEvent on Reset to Default Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds Need to call this after EditorTypeLibrary is created Register shortcuts elsewhere and remove some option shortcuts Change default shortcut type Register shortcuts on hotload Convert some older shortcuts into the new [Shortcut] attribute Change shortcut defaults Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides) Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds EditorShortcuts rebinding actually works now, much more lightweight than prior version Make user overrides save properly Get Name and Group properly, allow attributes to override.
5 Months Ago
m_nInstanceStepRate not used anywhere get rid c# managed vertexlayout, create layout automatically
5 Months Ago
Prevent renaming assets to something mental or illegal or empty (!), resolves Facepunch/sbox-issues#3500
5 Months Ago
Add Rename to scene hierarchy context menu, tidy the menu a bit
5 Months Ago
Small improvements Min. radius set on selecting samples. Improved angular distribution (starting angle now function of screen space position so not constant across screen pixels ). Couple of math ops optimised away.
5 Months Ago
Shift + click to recursively expand treeview nodes, resolves Facepunch/sbox-issues#5642