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17,197 Commits over 1,308 Days - 0.55cph!

6 Months Ago
Transplant new physics interface to master, start fixing up shit again Remove unused from iphysicsshape Remove unused from iphysicsjoint Remove unused from iphysicsbody Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :( Remove unused from physicsaggregate Remove unused from physicsworld Remove unused from physicssystem Remove shared manifold and physics contact shite Add intersection controller, kinda bullshit but needed Get game compiling again Build new mesh and hull when adding transformed hulls and meshes Support creating transformed hull from mesh (why tho?) Latest trace solver Return default physics material when user data is null Setup joint break callback, break joint on body remove Remove SetOnBreakHandler, callback is always added Support body gravity enable Fix joint and body double delete Should be null checking this in water controller
6 Months Ago
Should be null checking this in water controller
6 Months Ago
Fix joint and body double delete
6 Months Ago
Remove SetOnBreakHandler, callback is always added Support body gravity enable
6 Months Ago
Setup joint break callback, break joint on body remove
6 Months Ago
Fix startup error Performance scope animation update
6 Months Ago
AssetSystem: optimize FindByPath lookup Optimize GameResourceProcessor Keep __references ordered to avoid diff hell Optimize recursive WalkJsonTree
6 Months Ago
FPArms: updated weightlists FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
6 Months Ago
Rerouting fixes Fixed handle config names for generic types
6 Months Ago
Stash PoC code for reference (temp)
6 Months Ago
Squashed revert back to commit 052bf8ece71b6de44f62c108626c6444a936f90f Going to tackle this stuff differently Fix IPD calc, camera positioning, fix InchToMillimeter that was converting from mm to inch Remove compositor benchmark stuff, we're not using it at the minute Try GetLastPoses instead of GetTrackedDevicePoses - might not be the right call since we can use the latter to predict X ms ahead Half IPD
6 Months Ago
SceneModel can get anim parameters
6 Months Ago
PlugIn respects ShowLabel
6 Months Ago
Action node display tweaks
6 Months Ago
Fix Model.Load exception
6 Months Ago
Return default physics material when user data is null
6 Months Ago
Latest trace solver
6 Months Ago
Support creating transformed hull from mesh (why tho?)
6 Months Ago
Build new mesh and hull when adding transformed hulls and meshes
6 Months Ago
Get game compiling again
6 Months Ago
Remove shared manifold and physics contact shite Add intersection controller, kinda bullshit but needed
6 Months Ago
Remove unused from physicsaggregate Remove unused from physicsworld Remove unused from physicssystem
6 Months Ago
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
6 Months Ago
Transplant new physics interface to master, start fixing up shit again Remove unused from iphysicsshape Remove unused from iphysicsjoint Remove unused from iphysicsbody
6 Months Ago
Support for comment nodes in Action graphs Skip HideInEditor properties in ControlSheets
6 Months Ago
Some more nodes
6 Months Ago
Native Resource Cache Use a sliding window cache alongside weak references for our native resources in C#. There were cases where we were reloading resources every frame because the garbage collector was too good at it's job, so we'll let per frame loads hang around a bit longer. Resolves #1306
6 Months Ago
Add PhysicsWorld.Step( delta, substeps )
6 Months Ago
Clear cache at opportune moments Use NativeResourceCache for other native resources Destroy strong handles on main thread Get rid of debug
6 Months Ago
Give this a go
6 Months Ago
Fix strong handle leak in Texture.FromNative
6 Months Ago
SelectionSystem has events Rename TreeNode.HasChild to TreeNode.HasDescendant Open and scroll to selected item in treeview
6 Months Ago
Updated trace code from Jay
6 Months Ago
Rescale body when setting transform with different scale
6 Months Ago
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
6 Months Ago
6 Months Ago
Test mount/unmount VPK methods Remove file extension when passing to Mount/UnmountVPK Use ChangeExtension instead as apparently this preserves the path... Fix IsVPKMounted check not working
6 Months Ago
Simple debug drawing for sphere and capsule, they were drawing too much geometry
6 Months Ago
SweepBody, SweepBodyMultiple
6 Months Ago
Shape sweeping
6 Months Ago
Activate non solid contacts regardless of if neither is dynamic (triggers)
6 Months Ago
Pulley debug drawing
6 Months Ago
Port over pulley joint
6 Months Ago
Add Gradient type, editor, tests https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png Don't hit gizmo hitbox if too close FloatControlWidget observes [Range] attributes, creates a slider https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png Add SceneModel.AnimationGraph New Outfit Piece! - Chef's Skull Cap https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg LODs coming ASAP Fix leaked resources when CSwapChainDx11 is resized Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png CSwapChainVulkan also flushes scratch rendertargets on resize Add PhysicsBody.AddShape() which takes a Hull and transforms it Fixed check for if this is first time assembly is enrolled Call TriggerRegisterEvent before OnHotloadSuccess This makes sure that TypeLibrary knows about the new assembly before things like EntityManager.OnHotloaded() get called. Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture Hammer uses same shadow atlas as everything else If there is no current game, generate s&box.sln (fixes sbox/issues/1302) Clean release build at 1am every day Fix bloom being enabled by default Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc) artifact game log files when running test Write s&box.sln in unit test proper See if we can convince it to compile editor addons during test KeyBindWidget: Fixed using the wrong code for middle/right mouse button Plumb in a fix for EntityPrefabEditor entity selection Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor Fill out SceneParticles Chef outfit LODs Hair-net White variation Add NavigationPath.GetPositionAlongPath Add Gizmo.Draw.SolidTriangles Remove all the Msg'ing when generating a navmesh Merge branch 'master' into map-build-fix
6 Months Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing Updated ActionJigs Some more node types Support deserializing system types if TypeLibrary is okay with them Error messages in node tool tips Added GraphView.GetRelevantNodes Node graph HandleConfig refactor Allow arbitrary nesting in node creation context menu Default handle color tweak Update Facepunch.ActionJigs Hotload: fix before / after constraints on upgrader ordering TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty Constant nodes Node interface tweaks Update() node UI after Layout() calls Update ActionJigs Try to get nodes to redraw on change Post-rebase fixes I missed Updated Facepunch.ActionJigs GraphView.CenterOnSelection Allow custom exception stack trace inspectors Update Facepunch.ActionJigs Update Facepunch.ActionJigs Null literal node Can get / set fields with nodes INode.CanClone, CanRemove Post-rebase fixes Update ActionJigs, expose some more reflection info
6 Months Ago
Start moving more over to managed - not sure we need all of this though Remove more unused
6 Months Ago
Add NavigationPath.GetPositionAlongPath Add Gizmo.Draw.SolidTriangles Remove all the Msg'ing when generating a navmesh
6 Months Ago
VR GPU flush timer More more IVr stuff over to managed No multiview instancing Don't set D_MULTIVIEW_INSTANCING for debug overlays
6 Months Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing Updated ActionJigs Some more node types Support deserializing system types if TypeLibrary is okay with them Error messages in node tool tips Added GraphView.GetRelevantNodes Node graph HandleConfig refactor Allow arbitrary nesting in node creation context menu Default handle color tweak Update Facepunch.ActionJigs Hotload: fix before / after constraints on upgrader ordering TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty Constant nodes Node interface tweaks Update() node UI after Layout() calls Update ActionJigs Try to get nodes to redraw on change Post-rebase fixes I missed Updated Facepunch.ActionJigs GraphView.CenterOnSelection Allow custom exception stack trace inspectors Update Facepunch.ActionJigs Update Facepunch.ActionJigs Null literal node Can get / set fields with nodes INode.CanClone, CanRemove Post-rebase fixes
6 Months Ago
Hair-net White variation