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20,809 Commits over 1,522 Days - 0.57cph!

6 Months Ago
Work In progress - improved median denoise, Code changed for median filter.
6 Months Ago
Don't keep sounds that failed to load around trying to mix forever (matches how old vmix mixer handles it) Fixes #1597
6 Months Ago
Add MapInstance.Bounds to get world bounds of the map
6 Months Ago
Make sure to unregister for update after sending
6 Months Ago
Keep track of potential pending network updates to flush for RPCs
6 Months Ago
Misc fixes Move EnablePostProcessing from GizmoSettings to ViewportState Default each viewport to a unique perspective
6 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 temp disable copying from scene camera 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
6 Months Ago
PartyRoom - run tick at set interval, cache owner Add Panel.ToggleClass Remove ButtonGroupConstructor Can change party title, capacity, public state
6 Months Ago
sound-in, sound-out will target UI mixer if there is one (resolves #5583)
6 Months Ago
Use a bone body cache in model physics, spending too much time asking native for the pairing every frame
6 Months Ago
Work In Progress - AO - new features, changes, improvements Various work in progress
6 Months Ago
Update fpxr
6 Months Ago
Do BeginFrame() and EndFrame() on render thread Native to managed bindings cleanup, sync manually Sync cleanup, fpxr update
6 Months Ago
Hightlight.RenderEffect: Use Scene.GetAllComponents instead of iterating every gameobject ( closes #1597 )
6 Months Ago
Fix enter/leave not updating chat box Add party_id to rich presence Add Connection.PartyId Add more CompileCodeArchive tests
6 Months Ago
Codegen should shit itself if you don't use a string literal from Cloud.Asset() methods Terrain: Add height blend settings, add per material height and normal strength, various other polishing Hide GameResource.ResourceVersion
6 Months Ago
Cowboy Hat LODs
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
6 Months Ago
TerrainMaterialList: Allow drops properly
6 Months Ago
Party chat on main menu
6 Months Ago
Editor post processing toggle closes #1587
6 Months Ago
Colour grading changes, tonemapping in its own component (means color grading isn't 1 pass, but that's easier to do later compared to splitting up components) Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
6 Months Ago
Tonemapping applies to editor camera too, respects Camera.EnablePostProcessing
6 Months Ago
Flush network updates before send RPCs
6 Months Ago
Work in progress - colour grading Variuous changes - exposure added in RGB and HSV Keep tonemapping in its own component, remove uncommon options, cleanup
6 Months Ago
Fix buffer overrun (80% confidence)
6 Months Ago
Clothing LODs Bandana, sleeveless jacket and fingerless gloves LODs
6 Months Ago
Add vertex bevel operation https://files.facepunch.com/layla/1b0311b1/sbox-dev_qwSFxWpceA.mp4
6 Months Ago
Fix model physics not setting gameobject tags
6 Months Ago
Hammer: Option for placing objects using bounds bottom as origin for when you want to disable it
6 Months Ago
Removed some gumf and re-enabled range check Ditto
6 Months Ago
Work In Progress - Added features, UI layout, general code changes Added Denoising, improved code generally, UI changes.
6 Months Ago
RayTraceSceneWorld boilerplate
6 Months Ago
SteamLobbySocket caches owner, calling SteamMatchmaking.GetLobbyOwner each tick had significant impact
6 Months Ago
Add SkinnedModelRenderer.UseAnimGraph, this will frequently be used to turn off animations on ragdolls without going through sceneobject
6 Months Ago
Fix model physics T posing for a frame on enabled and switching animgraph off, allows for smooth ragdoll transitions https://files.facepunch.com/layla/1b3011b1/sbox_K1lOWP0iir.mp4
6 Months Ago
Work In Progress - SSAO post process SSAO, normal reconstruction (simple and improved methods), various controls
6 Months Ago
FPArms: added basic throwable animations
6 Months Ago
ResourcesPage path widget directory is relative to the Assets directory
6 Months Ago
Expose Terrain size properties to settings sheet
6 Months Ago
Changed GameObject prefab deserialization to return promised GameResource, instead of failing and throwing, fixes a race condition where prefab resource hasn't loaded in time
6 Months Ago
First person arms: various updates to prefabs + new non-weapon_root-centric shared animations (for grenades)
6 Months Ago
Edge merge now supports 2 open edges from different meshes, meshes will be merged into one https://files.facepunch.com/layla/1b2811b1/sbox-dev_4CCaZjcxH9.mp4
6 Months Ago
First person arms: bring back the hold bones for non-weapon_root-centric setups
6 Months Ago
Add mesh merging (only 2 open edges from the same mesh for now)
6 Months Ago
New TerrainMaterial & TerrainStorage resources, rework creation of terrain, component custom editor, simple height blends and various QOL improvements New TerrainMaterial asset, can be used on multiple terrains, copied from other projects * Replaces TerrainData.TerrainLayer which used manual packed vtex files * Accepts source images for: albedo, normal, rough, ao, height * Compiles into 2 generated vtex_c * Contains other properties for metalness, uv scale, uv rotation * AssetPreview is used for editor UX too, instead of hacky shit before * TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo * Drag drop TerrainMaterial assets into Terrain component * Open for expansion to grass/clutter properties TerrainStorage * Replaces TerrainData & TerrainDataFile * Make use of IJsonConvert to avoid all the crazy crap I was doing before * Drag drop TerrainStorage asset into scene * JsonUpgrader for TerrainData -> TerrainStorage, resmaples ^2+1 heightmaps to just ^2 Terrain component editor: * Support creating or linking TerrainStorage if none is attached * Split settings into its own tab * Add heightmap resampling for non pow2 heightmaps * Add import splatmap * Terrain creation no longer forced through GameObject menu, remove Hide attribute from Terrain component. * Remove special terrain save logic from SceneEditorSession, use scene.saved editor event * Texture streaming works properly * Basic height blend * Disable specular on terrain
6 Months Ago
New TerrainMaterial & TerrainStorage assets, improve terrain creation, no more manual vtex layers New TerrainMaterial asset, can be used on multiple terrains, copied from other projects * Replaces TerrainData.TerrainLayer which used manual packed vtex files * Accepts source images for: albedo, normal, rough, ao, height * Compiles into 2 generated vtex_c * Contains other properties for metalness, uv scale, uv rotation * AssetPreview is used for editor UX too, instead of hacky shit before * TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo * Drag drop TerrainMaterial assets into Terrain component * Open for expansion to grass/clutter properties TerrainStorage * Replaces TerrainData & TerrainDataFile * Make use of IJsonConvert to avoid all the crazy crap I was doing before * Drag drop TerrainStorage asset into scene Terrain component editor: * Support creating or linking TerrainStorage if none is attached * split settings into its own tab, add filter properties * Don't force Terrain creation through GameObject menu, don't hide terrain asset generation in here, don't hide the Terrain component * Remove special terrain save logic from SceneEditorSession, use scene.saved editor event * Disable specular on terrain Terrain: Mark all TerrainMaterial textures as used and wanting max quality. In the future this could be smarter and not want max quality for textures used far away Basic height blend https://files.facepunch.com/matt/1b1711b1/sbox-dev_0JNrWPuC9N.png JsonUpgrader for TerrainStorage: Resample ^2+1 heightmaps to just ^2, use non-nested format Fix warning Heightmap import resamples if non pow2 given Recompile shader Terrain height scale scales the normal strength Import splatmap New Terrain Material button TerrainMaterial default images
6 Months Ago
Reverse Scene isEditor constructor so GameObjectSystem constructor is aware of editor scenes
6 Months Ago
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6 Months Ago
Hotspot rect assets can be loaded from kv3 and json Add Pixmap.FromTexture Remake rect editor in C# open rect assets with it https://files.facepunch.com/layla/1b2811b1/sbox-dev_v1vsYYyeyh.png