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20,804 Commits over 1,522 Days - 0.57cph!

5 Months Ago
ByteStream Rewrite (#1610) * Added failing ByteStream stress test * Rewrite ByteStream to use Span / ReadOnlySpan where possible
5 Months Ago
Start pending components before physics step - fixes physics step running before joints are created
5 Months Ago
Look for eligible types in ResourceControlWidget, so it works with inherited types (resolves Facepunch/sbox-issues#5609) https://files.facepunch.com/tony/1b0211b1/sbox-dev_YJS6hP69DC.png
5 Months Ago
GameObjectSystem metrics
5 Months Ago
Fix SoundEvent.GetNextSound random not using the full range of sounds
5 Months Ago
Fix NRE in Collider.RebuildImmediately
5 Months Ago
DynamicSceneObject can take vertex span instead of one at a time
5 Months Ago
Process particles in a GameSystem, all at the same time, to benefit from multithreading
5 Months Ago
Fix NRE in TeleportKeyframeBody
5 Months Ago
Remove left over log
5 Months Ago
Allow drag drop on ResourceControlWidget if the game resources are assignable
5 Months Ago
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5 Months Ago
Fix Component being decorated with IUpdateSubscriber, IFixedUpdateSubscriber (making it useless)
5 Months Ago
Add start and end loop points to sound meta
5 Months Ago
Don't do MakeNameUnique() if we have > 100 siblings, don't always create a hashset Lets cache TypeLibrary.GetTypes( t ) - and invalidate when things change - this significantly improves TypeLibrary performance
5 Months Ago
Completely remove the locking from Performance.Scope
5 Months Ago
Fix "Value cannot be null." when ControlWidget cannot be created for property
5 Months Ago
Benchmark fullscreen is borderless
5 Months Ago
Optimize performance scope to not lock, not create Use custom implementation of .HasFlag for mostly unnessecary optimization ( .Contains() ) Micro optimization, use RenderAttributes.SetComboEnum<T> instead of SetCombo (avoid boxing) Avoid creating a Func when getting friend state avoid creating an array when iterating CircularBuffer Fix player count in GameLobbyGroup Fix warnings This stops the creation of boxed steamids, somehow
5 Months Ago
Clearer exceptions
5 Months Ago
Ensure we properly network ownership changes during network orphaned actions
5 Months Ago
Enum and List control widgets can't be edited when readonly
5 Months Ago
Keep project loading stuff together and make sure we load initial collision rules after project settings file system is mounted (Fixes Facepunch/sbox-issues#5739)
5 Months Ago
Closes Facepunch/sbox-issues#5566
5 Months Ago
Throw exception when sending RPC on non-networked Game Objects (Closes Facepunch/sbox-issues#5504)
5 Months Ago
Fixed potential NRE in AudioListener component when scene camera isn't valid (yet)
5 Months Ago
Added failing ByteStream stress test Rewrite ByteStream to use Span / ReadOnlySpan where possible
5 Months Ago
Scene.RunTrace optimization (test)
5 Months Ago
Fix warnings
5 Months Ago
Add Diagnostics.Allocations Temporary allocations dock Send allocation info with benchmarks
5 Months Ago
Fix some incorrect sound paths in surfaces
5 Months Ago
Force render settings for benchmark
5 Months Ago
Benchmark launcher (wip)
5 Months Ago
Actually save the project list when adding a project to it Add OnParticleDestroy, OnParticleCreate properties for actiongraph https://files.facepunch.com/garry/6ee12c48-30bf-40f9-a246-301d48cd61a2.mp4
5 Months Ago
FPArms: shared jump/land/airborne subgraph + fixed _delta missing from some shared names
5 Months Ago
Fixed "Hidden" banner styling. Resolves Facepunch/sbox-issues#5746
5 Months Ago
Don't think ControlWidget if it's not visible Add Style.HasBorder ComponentEditorWidget default size mode Margin.GetEdges optimizationj Add Paint.SetFont, Paint.Rect (from Styles) Add EditorUtility.Projects.ResolveCompiler( assembly ) TabWidget has a no text mode, icons only Add experimental StyleWidget Add custom inspector for Particle Effect
5 Months Ago
DockManager only looks for types with DockAttribute. Fixes "Inspector" dock not being created if you had another class named "Inspector", ect.
5 Months Ago
Prevents errors when loading a project that either doesn't have a startup scene set or has their startup scene deleted
5 Months Ago
Only get transform once in SpriteRenderer OnPreRender
5 Months Ago
Set SpriteRenderer bounds to max component of 2D size
5 Months Ago
ForceFlushGPU before Flush RenderSceneToPixmap - fixes pixmap assert
5 Months Ago
Delete rendersystem/dx code
5 Months Ago
Remove phoneme extractor code from the 90s
5 Months Ago
Do draw opaque objects flagged with no depth prepass, also set correct behaviour for SCENEOBJECTFLAG_NO_Z_PREPASS on actual depth prepass layer
5 Months Ago
Envmap Ambient Lighting + Sky Envmaps (#1568)
5 Months Ago
Envmap Ambient Lighting + Sky Envmaps (#1568)
5 Months Ago
Update shaders with legacy ambient lighting padding
5 Months Ago
Add padding for LegacyAmbientLightColor, let's not make our lovely existing community games have red ambient color https://files.facepunch.com/sam/1b2811b1/FLkIjvjdgH.png
5 Months Ago
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things Set skybox as global cubemap Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene [Pick] Implement "GGXCubeMapBlur" filter on CPU, previously it did not work at all in CI since require RenderSystem which isn't ideal since it's the only thing that did so and is completely different from our Cubemapper GGX filter, this makes all filters consistent and much cleaner, remove Convolve Envmap shader I want to start using GGX filtering on skyboxes but this wouldn't work on CI because of that requirement Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper Cubemap fog just takes material from current skybox https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4 Make CubemapFog material still be configurable, take it straight from the skybox if it's null Separate Ambient Light into it's own component from Directional Light, add upgrader for it Use black cube if texture passed to lightbinner is invalid (eg non-sky material from SceneSkybox ) Fix World.AmbientLight, make flat ambient light lerp between IBL and what we have, make it artist accessible with ambientlight component Delete these skybox vtexes Remove convolve_environment_map.shader from shader ci Don't change flTargetLuminanceOfCubemap, it's bullshit Skybox envmap has lowest priority https://files.facepunch.com/sam/1b1911b1/yipICq2VMI.jpg Swap tools stuff that uses DirectionalLight.SkyColor to either IBL or AmbientLight Better description of obsolecence update shaders with IBL Default ambient color on SceneThumbnails Add padding to buffer Fix IBL not applying to transmissive Use faster Scene.GetAllComponents<SkyBox2D>() for fetching skybox texture on CubemapFog to not iterate over all gameobjects Revert SkyColor to control ambient light on DirectionalLight again, but pipe it to scene's ambient light color Sun prefab now comes with no skycolor ( Takes from IBL )