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17,273 Commits over 1,338 Days - 0.54cph!

7 Months Ago
Support for comment nodes in Action graphs Skip HideInEditor properties in ControlSheets
7 Months Ago
Some more nodes
7 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
7 Months Ago
Add PhysicsWorld.Step( delta, substeps )
7 Months Ago
Clear cache at opportune moments Use NativeResourceCache for other native resources Destroy strong handles on main thread Get rid of debug
7 Months Ago
Give this a go
7 Months Ago
Fix strong handle leak in Texture.FromNative
7 Months Ago
SelectionSystem has events Rename TreeNode.HasChild to TreeNode.HasDescendant Open and scroll to selected item in treeview
7 Months Ago
Updated trace code from Jay
7 Months Ago
Rescale body when setting transform with different scale
7 Months Ago
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
7 Months Ago
7 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
7 Months Ago
Simple debug drawing for sphere and capsule, they were drawing too much geometry
7 Months Ago
SweepBody, SweepBodyMultiple
7 Months Ago
Shape sweeping
7 Months Ago
Activate non solid contacts regardless of if neither is dynamic (triggers)
7 Months Ago
Pulley debug drawing
7 Months Ago
Port over pulley joint
7 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
7 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
7 Months Ago
Start moving more over to managed - not sure we need all of this though Remove more unused
7 Months Ago
Add NavigationPath.GetPositionAlongPath Add Gizmo.Draw.SolidTriangles Remove all the Msg'ing when generating a navmesh
7 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
7 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
7 Months Ago
Hair-net White variation
7 Months Ago
Chef outfit LODs
7 Months Ago
Fill out SceneParticles
7 Months Ago
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
7 Months Ago
Plumb in a fix for EntityPrefabEditor entity selection
7 Months Ago
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
7 Months Ago
See if we can convince it to compile editor addons during test
7 Months Ago
Write s&box.sln in unit test proper
7 Months Ago
artifact game log files when running test
7 Months Ago
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
7 Months Ago
HullCreateCylinder
7 Months Ago
Create BVH and copy it to RnMesh_t (for tools)
7 Months Ago
BVH resource pointers point to rubikon data Swap these bits around in bvh node because that's the order rubikon has it
7 Months Ago
Fix bloom being enabled by default
7 Months Ago
Clean release build at 1am every day
7 Months Ago
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
7 Months Ago
Use aligned vertices for RnMesh_t, convert post load if they're unaligned
7 Months Ago
Add materials back to BVH
7 Months Ago
Native Vulkan submit, remove unused
7 Months Ago
Save RnHull_t on shape so tools can grab it later
7 Months Ago
Create RnHull from library hull, just copy everything over
7 Months Ago
Revert "Don't add hulls and meshes to aggregate if they fail to build (old data)" This reverts commit 54d7102f39ce1aca8dde5f84c4cb91070f953eb2. Revert "Abstract physics hull" This reverts commit 592ef2bbb12f7cb633735b58c7ff5f594c292715. Revert "Allow BVH to have optional material indices" This reverts commit 6ba259ea8f0271d3f59e7b138a07f691cc918c6f. Revert "Move CPhysicsMesh and CPhysicsHull to their own files" This reverts commit 9c6ca449f38b72260189f2dc093aa4325b96fee6. Revert "Abstract physics mesh, phase out RnMesh_t but keep around for loading old collision data" This reverts commit 883b63ad78c97bd879a9f64e14551ff13bebca5f. Revert "Start trying to phase out RnHull and RnMesh" This reverts commit 71878031f158215d4f40a4f1dc913827824394ba. Revert "Remove bullshit from RnHull and RnMesh to see if still loads and how" This reverts commit 288df9621dd0c6cb6de3e35b958cecc4cb267102. Try pointing hull resource pointers to rubikon data, much easier if works Resource pointer needs to use intptr_t Add a hull deep clone Cherry picked SAT fixes in library
7 Months Ago
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
7 Months Ago
Don't add hulls and meshes to aggregate if they fail to build (old data)
7 Months Ago
Native -> managed VR system, call managed WaitGetPoses inside VrPostPresent Render & submit serially + native submit test Use managed VR system checks in some native code