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20,810 Commits over 1,522 Days - 0.57cph!

6 Months Ago
Change how escape button works, so it has a set path from game => menu -> tools Input.EscapePressed is no longer accumulated Input.EscapePressed has a setter, so you can prevent it doing further things Break game window focus in editor if escape is pressed
6 Months Ago
Do an initial clear initialization on FindOrCreateFrameBufferScratchTexture to make sure the data is not garbage, should fix SSR accumulation artifacts specially on multiview UI-only clears should respect if ( r_ui.GetBool() ) as also per sbox/issues/1575 , will check to make this a clear layer rather than a render layer
6 Months Ago
Fix compile warning
6 Months Ago
Cleanup header bar
6 Months Ago
Don't html encode comments
6 Months Ago
Add this function back, someone was using it
6 Months Ago
Rework polygon mesh to have texture coords the same as hammer, coords can be computed by params and params can be computed by coords. This allows texture wrapping to be identical to hammer. https://files.facepunch.com/layla/1b1911b1/sbox-dev_eGxR8MTpVC.mp4
6 Months Ago
Delete ILobby Add softsplit.donut to codearchive test
6 Months Ago
Use intermediary texture to avoid collision in filtering generated cubemaps, this should fix the cubemap corruption in certain hardware
6 Months Ago
Fix Project.HasCompiler logic to look for any compiler (resolves sbox-issues/issues/5531)
6 Months Ago
beard adjustments / fixes
6 Months Ago
Add CompilerName and AdditionalFiles to CodeArchive Add CompileCodeArchive test
6 Months Ago
Remove model check in CMeshSystem::ChangeModel, this function needs to run even if it's the same model for model reloads
6 Months Ago
We could actually interpolate the body transforms on the client like this
6 Months Ago
Don't cache null types in AssetType.FromExtension. Fixes GameResource assets not appearing in projects that use libraries. Fixes Facepunch/sbox-issues#5498
6 Months Ago
We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders
6 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias
6 Months Ago
Graphics.PrepareTextureForUse -> Texture.MarkUsed (Doesn't need a graphics context now) Terrain marks all its textures as used for streaming - this could be done more intelligently in the future with certain regions only using certain textures Fix sbuffer packing Fix errors TerrainMaterialEditor autofills _normal _rough etc etc Basic height blend https://files.facepunch.com/matt/1b1711b1/sbox-dev_0JNrWPuC9N.png
6 Months Ago
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
6 Months Ago
New Clothing Piece! - Cowboy Hat and Sleeveless Jacket First passes of the cowboy and sleeveless jacket assets LODs and further skinning adjustments coming ASAP. https://files.facepunch.com/daniel/1b1711b1/ApplicationFrameHost_3qpuuGFpGa.jpg
6 Months Ago
Make async optional, make CameraComponent still be async since we are not waiting for any other operation than itself
6 Months Ago
Add MusicPlayer.TargetMixer
6 Months Ago
Fix nullable error
6 Months Ago
Support compiling from a MemoryFileSystem Re-implement / simplify FastPathTest Fix test host process crashing in TestCompiler
6 Months Ago
Support compiling from a MemoryFileSystem Re-implement / simplify FastPathTest Fix test host process crashing in TestCompiler
6 Months Ago
camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy
6 Months Ago
Remove VR hand assets from "Half-Life: Alyx" & associated source files
6 Months Ago
Support compiling from a MemoryFileSystem Re-implement FastPathTest, simplify how changes are defined
6 Months Ago
Update FastPathTest comment
6 Months Ago
Usings cleanup
6 Months Ago
Slight cleanup
6 Months Ago
Support compiling from a MemoryFileSystem Fastpath tests pass again
6 Months Ago
Simpler way of describing changes in fastpath tests Re-implement fast path tests Not passing yet
6 Months Ago
Mesh Editor: Alt+Right actually wraps the uvs now https://files.facepunch.com/layla/1b1711b1/sbox-dev_xWZDd66awF.mp4
6 Months Ago
Generate schema as part of build
6 Months Ago
Hide some of these filesystem things, in hopes that the analyzer stops looking for zio Update minor update packages SkinnedModelRenderer: Don't let anything get in the way of deleting the sceneobject on disable
6 Months Ago
VR hands: "grab" poses
6 Months Ago
VR hands: couple more fixes + "cylinder" poses
6 Months Ago
Update VR hands with more backported stuff & fixes + left hand model
6 Months Ago
TerrainMaterial resource with custom compiler which generates 2 packed vtex_c from 5 PBR source images https://files.facepunch.com/matt/1b1611b1/FvEbxe3xoQ.png [pick] DragAssetData.Parse: Resolve local assets first before trying to package ident Don't force Terrain creation through GameObject menu, don't hide terrain asset generation in here, make it so you can add a Terrain component Add TerrainMaterial AssetPreview - we'll use this for the editor ux too Replace horrible TerrainData/TerrainDataFile combo with TerrainStorage GameResource Stub TerrainStorage ResourceEditor Remove special terrain save logic from SceneEditorSession, use scene.saved editor event Terrain component editor supports creating or linking TerrainStorage if none is attached https://files.facepunch.com/matt/1b1611b1/PiMEhkVZd8.png Terrain component editor split settings into its own tab, add filter properties https://files.facepunch.com/matt/1b1611b1/obbHlfw3m8.png TerrainLayerList -> TerrainMaterialList - much simpler, use the TerrainMaterial's AssetPreview thumb DragDrop TerrainMaterial into TerrainMaterialList TerrainMaterials GPU buffer, shader uses BCR/NHO textures with 2 channel normal, adding height and AO parameters PreviewTerrainMaterial: Add nho texture, make previews way bigger https://files.facepunch.com/matt/1b1611b1/6eH6XTWtsI.png [pick] Material API specular obeys S_SPECULAR same as Valve's PS_FinalCombinerDoLighting (you can turn it off) Disable specular on terrain https://files.facepunch.com/matt/1b1611b1/sbox-dev_SWZ86cs1iM.png https://files.facepunch.com/matt/1b1611b1/sbox-dev_hhcEQ6Tnhp.png TerrainMaterial add metalness TerrainDropObject
6 Months Ago
Include code archive when publishing
6 Months Ago
Revert "Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)" This was breaking certain types that are created from native
6 Months Ago
Don't copy filesystem dll to game root
6 Months Ago
Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)
6 Months Ago
ByteStream can be accessed from non-main threads Add ByteStream.Compress(), Decompress Can create compiler without file path CodeArchive serialize/deserialize Write code archive to filesystem
6 Months Ago
Make sure any GPU callbacks are finished before disposing of pixmaps on managed, read from RGBA8888 pixmaps directly
6 Months Ago
Pass vulkan-related stuff in as structure
6 Months Ago
Events
6 Months Ago
temp disable copying from scene camera
6 Months Ago
Hack around extension-related crash for now