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20,808 Commits over 1,522 Days - 0.57cph!

5 Months Ago
Addition of compute shader version + minor changes to PS shader version and UI ditto
5 Months Ago
Fall back to UnknownStackLineHandler if file name is missing Fixes ILHotloaded method stack traces showing nothing at all
5 Months Ago
Make Gizmo.Control.BoundingBox much more visually simple Json Serialize Sphere properly (!) Gizmo.Control.BoundingBox - adjust depth bias so we can always touch the handles through geo This reverts
5 Months Ago
Expose NavAgent.Velocity setter
5 Months Ago
add support for multiple scene views, orthographic scene views, and configurable grid axis add keybind to cycle camera plane around selection refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie rework to single layout and splitter, disable new tab creation for now add support for per-widget toolbar actions save/restore sceneview layout move viewport/instance gizmo settings to EditorCookie from ProjectCookie move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore use active SceneOverlayWidget directly use a single toolmanager instance fix nudging remove some global gizmoinstance refs tuck camera alignment shortcuts away in camera menu maintain layout config when toggling viewport fullscreen remove log camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy add setting to lock scene camera rotation fix incorrectly sized gizmo hitboxes in ortho view replace remaining direct scene camera transform accessors tweak sprite gizmo hitbox scale in ortho views cleanup scene tick/draw flow with multiple viewports replace legacy global GizmoInstance snip unneeded multi-tab leftovers use state/gizmo settings for scene view control replace remaining ray length with Gizmo.RayDepth don't try to save scene-specific viewport config for untitled scenes use alternate check for IsUnderMouse move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports shift camera settings to EditorPreferences, simplify viewport options restore single EditorScene gizmo settings revert camera extension changes, fix pan and orbit zoom, tidy use hammer's linked splitters for uniform viewport resizing Misc fixes Move EnablePostProcessing from GizmoSettings to ViewportState Default each viewport to a unique perspective
5 Months Ago
Expose Sphere Add ControlSheet.CreateLabel( SerializedProperty property ) Add [InlineEditor], which will make structs editable inline when applied to a property
5 Months Ago
Add Editor.FileSystem.Config Add string.GetFilenameSafe() Layouts are stored in game/config/editor/layout/ Add/Update default layout
6 Months Ago
ReadWithFallback will return new T() if package is null too
6 Months Ago
ToHashCode
6 Months Ago
Unnecessary arg
6 Months Ago
Fix inverted condition
6 Months Ago
Cleanup
6 Months Ago
Remove some duplication
6 Months Ago
Method name update
6 Months Ago
Add all files from network when mounting on client side
6 Months Ago
Fix - but obviously it can't be done this way it's absolutely awful
6 Months Ago
Kind of genericize SmallNetworkFiles - push / add / remove files from it externally - mount its MemoryFileSystem externally as well to desired file system
6 Months Ago
Reset config files
6 Months Ago
Fix documentation
6 Months Ago
Fix
6 Months Ago
Do GetHashCode this way Initialize CollisionRules Handle small network files from different file systems this way?
6 Months Ago
sceneanimatableobject uses animation helper for models without animgraph too, fixes ragdolls without animgraph not working Don't create model physics in editor on model change, make sure physics is removed on destroy ModelDropObject creates game object at correct transform before adding any components, also fix grid snap on drop
6 Months Ago
When deserializing a GameObject create components in a try/catch and log an error if it fails. If no component could be created, add a missing component. Fixes not being able to open a prefab if there's an error in the constructor of a component. Closes Facepunch/sbox-issues#4397
6 Months Ago
Add Package.FileSize (MB) ( Closes Facepunch/sbox-issues#4908 )
6 Months Ago
Forgot to change these, oops
6 Months Ago
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
6 Months Ago
Add openxr_loader pdb and dll
6 Months Ago
Ignore packets from non-host until we're fully connected ( Fixes Facepunch/sbox-issues#1595 )
6 Months Ago
Add a small cache on Timings.Get Extra checks in ByteStream Where possible, cache DelegateFunctionPointer instead of calling GetFunctionPointerForDelegate every time Completely avoid DelegateFunctionPointer.Get in PhysicsTrace
6 Months Ago
Delete WorldPanel immediately OnDisabled, otherwise it will linger forever when play mode is stopped
6 Months Ago
Correct place for these SceneObject sealed overrides Clear all these ptrs first to be safe, seal some more shit
6 Months Ago
Add directional light and better cubemap to shadergraph preview
6 Months Ago
Seal all shader nodes that can be sealed
6 Months Ago
Move some base shadergraph code to base editor to allow tool libraries to create their own nodes
6 Months Ago
Fixed prefab scene bullshit Fixes sbox-issues/issues/5636 Fixes sbox-issues/issues/5635
6 Months Ago
Fix bytestream overflows (and add test) Make a bunch of stuff sealed
6 Months Ago
Fix SerializedPropertyProxy not forwarding TryGetAsObject, As (fixes sbox-issues/issues/5631)
6 Months Ago
Restore conversion from .object to .prefab Fix NRE in SceneWidget when scene is deleted Fix PrefabScene placeholder loading whole scene
6 Months Ago
Remove openvr_api.lib dep, unused preprocessor definitions Facepunch.XR update
6 Months Ago
Fix NRE on Scene.DebugSceneWorld, can happen when switching from play mode
6 Months Ago
Legacy particles with collision use physics traces instead of mesh traces, (should) be faster and work on terrain https://files.facepunch.com/layla/1b1211b1/sbox-dev_ZaiiI5fZ10.mp4
6 Months Ago
Scenes free their SceneWorld/PhysicsWorld/GizmoInstance on close/destroy/finalize
6 Months Ago
When calling NetworkSpawn we break from prefabs in all of our ancestors ( Fixes Facepunch/sbox-issues#5046 )
6 Months Ago
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it) Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL TextDialog cleanup ControlSheet.AddRow just creates a ControlWidgetRow (single path) Move ComponentSheetHeader to its own file Now GameObjectTransformControl uses the new path, we don't need to manually align margins MakeIdGuidsUnique returns a translation dictionary Store prefab guid to instance guid translation table on prefab instance root GameObject Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab Add CloneConfig.PrefabVariables Add PrefabFile.VariableList Simplify prefab instance lookup object by id Add PrefabScene.VariableCollection Prefab variables end to end Show variable names when inspecting prefab Prefab variables widget, editing, grouping, deleting Fix ControlSheet stretching horizontally Store variables in the prefab's RootObject, makes most sense Variable star opens a menu instead PrefabVariable UI https://files.facepunch.com/garry/83829991-476d-4934-ad39-099fc0f7ce6d.png Fix prefab changes not updating after save UI tweaks Remove Scene.Save - way too confusing Merge pull request #1603 from Facepunch/prefab-variables Prefab Variables
6 Months Ago
Remove Scene.Save - way too confusing
6 Months Ago
Move from SteamVR over to Facepunch.XR Remove direct OpenXR bindings Pass debug callback to Facepunch.XR, make a session Move OpenXR requirements into Facepunch.XR Requirements are done automatically now, make instance/device extension format consistent Hack around extension-related crash for now Events Pass vulkan-related stuff in as structure Fetch rendering recommendations from fpxr Remove silly hack hard-coding all our extensions, fetch them properly Bind fpxr compositor and add everything we should need to start submitting FPXR: Session now handled by Compositor, Instance is now a class Delete all OpenVR files & references, stub out anything that required them Initial FPXR presentation logic Fetch display info from compositor Submit texture, render loop, etc. Use Facepunch.XR provided logging levels Pass bounds to texture submit info Default IPD (for testing with null driver) Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size Do BeginFrame() and EndFrame() on render thread Native to managed bindings cleanup, sync manually Sync cleanup, fpxr update Update fpxr FPXR returns error codes for various functions now, doesn't use builder pattern for instances FPXR enum update Initial XR input support Port SteamVR actions over to Facepunch.XR format, update fpxr lib Clean up When fetching extensions, check if we want to initialise rather than if we have initialised Clean up structs Digital, float, vector2 input state fetching DigitalAction -> BooleanAction, strip down input stuff, remove unnecessary refresh rate calculations Strip down input stuff, we can just do everything by path New actions manifest format FPXR update, new actions manifest path format, temporarily remove knuckles bindings Remove references to menu chord We don't have to worry about action sets right now Store controller bindings in separate files Use input sources for controller differentiation Fetch controller poses (position & orientation) InputSource as enum, only include public fpxr headers Coordinate system fixes
6 Months Ago
Fix prefab changes not updating after save UI tweaks
6 Months Ago
PrefabVariable UI https://files.facepunch.com/garry/83829991-476d-4934-ad39-099fc0f7ce6d.png
6 Months Ago
Variable star opens a menu instead
6 Months Ago
Store variables in the prefab's RootObject, makes most sense