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20,806 Commits over 1,522 Days - 0.57cph!

5 Months Ago
Remove unneeded command line args
5 Months Ago
Make sure the first time a sound is played, random is actually random, not starting at zero, only forward and backward start at zero
5 Months Ago
Support SoundEvent selection modes (forward, backward, random, random exclusive)
5 Months Ago
Bone null checks in TryGetBoneTransform
5 Months Ago
SkinnedModelRenderer - add string based bone getters Fix GetPlayerStats caching wrong LocalFileSystem cleanup
5 Months Ago
Update shaders with stencil state versioning https://files.facepunch.com/sam/1b2111b1/ZCuq7swn9v.png
5 Months Ago
Reverse-Z Compatibility: Serialize depth stencil state version and reverse the depth comparison of old shaders
5 Months Ago
Generate AssemblyDefinitions
5 Months Ago
Component editor Added type definition records Property, Method emitting Emit events WIP generate AssemblyDefinitions
5 Months Ago
Default ambient color on SceneThumbnails Add padding to buffer Fix IBL not applying to transmissive
5 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders Fix r_depth_debug Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it https://files.facepunch.com/sam/1b0711b1/tt3.png Readjust depth bias on debug shaders for reverse depth Fix shadow in reversed depth https://files.facepunch.com/sam/1b0711b1/tt2.png Adjust depth bias for gizmo shaders for the increased depth precision Tiled light culling with reverse-z SSR with inverted z ( Way more stable ) Fix (3D) Skybox with inverse depth range Fix SSR backtracing on reverse depth Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner DoF with reverse depth Shaders for reverse depth Fix glass and decal overlays depth bias Shaders with depth bias fixes Add shadow depth bias on matrix Compile UI shaders for inverse depth Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean Fix SSR backtracing and confidence check ( and Depth::GetLinear() ) https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png Update shaders
5 Months Ago
Update Zio to 0.18.1 Fixes Facepunch/sbox-issues#5683
5 Months Ago
Fix load/delete window layout menus being swapped around (lol)
5 Months Ago
Default ambient color on SceneThumbnails Null checks on Scene.AmbientLightColor AmbientLight component is killed, update Obsolete documentation Add padding to buffer Fix IBL not applying to transmissive
5 Months Ago
Remove AmbientLight component, just pass to scene, make it a property
5 Months Ago
Scene view: whack up 2d view zoom speed, properly clamp zoom to sane limits
5 Months Ago
Support tga and psd image loading Bring back image asset preview with fixed tga and psd support https://files.facepunch.com/layla/1b2111b1/sbox-dev_t0gYLg8tdd.mp4
5 Months Ago
Add angle/grid snap increment spinboxes for custom values, Facepunch/sbox-issues#5691
5 Months Ago
FPArms: move_groundspeed to move_bob (0,1)
5 Months Ago
Update fpxr.lib
5 Months Ago
Fix NRE when removing a element from a collection, resolves Facepunch/sbox-issues#5621 DictionaryControlWidget: fix not being able to create new dictionary element if the key hasn't been initialized
5 Months Ago
Add "Clear Console on Play" preference, resolves Facepunch/sbox-issues#5615
5 Months Ago
Fix shift click multi-select no longer working in viewport, resolves Facepunch/sbox-issues#5698
5 Months Ago
Fix NRE
5 Months Ago
Scale lod switch distances by scene object largest component scale so that lods work properly when things are scaled
5 Months Ago
ModelDoc: Report errors for missing prefab target files
5 Months Ago
Remove remains of CSoundEvent
5 Months Ago
Don't transform rigidbody physics on interp transform change (why are we calling this?) we only want to directly set physics body transform if someone directly changed the game object transform !! Move collider keyframe body move to fixed update
5 Months Ago
EditorPreferences.CameraZNear minimum range 1 please stop Resolves Facepunch/sbox-issues#5696 Box select works in ToolVis modes (ui_cssbox shader) Resolves Facepunch/sbox-issues#5699
5 Months Ago
FPArms: improved shared jump/airborne/land animations
5 Months Ago
Possible fix for some code changes being ignored when using VS Facepunch/sbox-issues#5683
5 Months Ago
Add Application.HoveredWidget Hide EngineOverlay if the game isn't visible Fix SceneViewport hasmouseinput logic
5 Months Ago
Initial VR scene for main menu https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
5 Months Ago
Add Transform.ForwardRay Fix editor not finding resources in libraries Add GameObject.Clone( prefabPath ) Add copy/paste by right clicking property labels Can set animgraph bool params using numbers GameEditorSession stores the session that spawned it Add SceneEditorSession.Resolve, GetParentSession Can right click properties in game session and apply their tweaked values to editor session
5 Months Ago
Scene view: proper icons for layout buttons Facepunch/sbox-issues#5676
5 Months Ago
OpenXR backend for VR (#1600)
5 Months Ago
Treat Facepunch.XR fail results as warnings Update Facepunch.XR to 1.0.0
5 Months Ago
Restore object de-select by clicking empty space, and not dragging, resolves Facepunch/sbox-issues#5680
5 Months Ago
Use camera frustum depth for dragdrop trace, fixes Facepunch/sbox-issues#5678
5 Months Ago
Warn when a FileSystemWatcher emits an error This can happen when the internal buffer is exceeded, causing changes to be dropped.
5 Months Ago
Increase/Decrease grid size shortcuts were the wrong way around Add grid axis selection in perspective viewport Shutdown Tools properly on launcher exit Add Close On Launch option to launcher fix debug compile Simplify how RecentScenes works Load editor MRU and tags after all assets have been imported Move Scene.Save to EditorSession.Save, update scene name/path on saveas, record asset as opened Loading a prefab in editor loads the cloud assets
5 Months Ago
Call TransformChanged() once again in InterpolateFixedUpdate Clear pending updates in SceneNetworkUpdate too Make sure we use TargetLocal in any transform changed callbacks called from within interpolation phase to fix physics bodies using wrong values. Add internal InterpolationWorld getter in GameTransform and use that in ModelRenderer OnTransformChanged for updating scene object position (fixes broken interp.)
5 Months Ago
update shaders with IBL
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
5 Months Ago
Swap tools stuff that uses DirectionalLight.SkyColor to either IBL or AmbientLight
5 Months Ago
Skybox envmap has lowest priority https://files.facepunch.com/sam/1b1911b1/yipICq2VMI.jpg
5 Months Ago
Don't change flTargetLuminanceOfCubemap, it's bullshit
5 Months Ago
PhysicsWorld.CollisionRules Refactor - Project Settings Small Network Files Support (#1604) * Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes * Do GetHashCode this way * Initialize CollisionRules * Handle small network files from different file systems this way? * Fix * Fix documentation * Reset config files * Kind of genericize SmallNetworkFiles - push / add / remove files from it externally - mount its MemoryFileSystem externally as well to desired file system * Fix - but obviously it can't be done this way it's absolutely awful * Add all files from network when mounting on client side * Method name update * Remove some duplication * Cleanup * Fix inverted condition * Unnecessary arg * ToHashCode * ReadWithFallback will return new T() if package is null too * Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically * Call ProjectSettings.Reset in ResetEnvironment * Clean up * Swap these
5 Months Ago
Remove convolve_environment_map.shader from shader ci
5 Months Ago
Animgraph: Log anim error when single frame node doesn't have a valid sequence