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22,417 Commits over 1,614 Days - 0.58cph!

7 Months Ago
Fix steam callback crash Fix text cannot be empty exception Remove Compiler.OnCompilePartialSuccess , don't load assemblies on compile fail, fixes BadImageFormatException Promote task exceptions to errors, instead of warnings
7 Months Ago
Initial commit test Make it not dumb ToString override Add name for debug Output addr
7 Months Ago
Fix exception with no camera
7 Months Ago
Some error reporting breadcrumbs/tag for identifying game package Breadcrumb pipeline creation to see what shaders crashing us
7 Months Ago
Running out of video and system memory is a fatal error
7 Months Ago
Move all terrain attributes into 1 structured buffer, create a Terrain class any shader can use to provide things like Terrain::GetHeight( worldPos ) Use an AssetPicker for browsing terrain materials instead
7 Months Ago
Fix possible project startup NREs
7 Months Ago
Use is valid checks in rigidbody
7 Months Ago
Fix index out of range accessing backing data collision attributes
7 Months Ago
Apply aggregate tags in C# instead of this massive inline bind function
7 Months Ago
PhysicsGroupDescription grabs physics tags from aggregate backing data so they can be string token cached. This allows trace result tags to be valid because they'll be reversable by string token
7 Months Ago
Fix NRE in SceneNetworkSystem.OnLeave
7 Months Ago
Add ParticleTrailRenderer, TrailRenderer components Add a margin to the right of component sheet, to accommodate the scrollbar
7 Months Ago
Set collision attributes on map instance collision shapes, I missed this out when switching from native aggregate instances
7 Months Ago
Stop big server lists squashing the rows, styling tweaks Facepunch/sbox-issues#5943
7 Months Ago
WIP progress ditto
7 Months Ago
Stick verbose network files messages behind 'debug_network_files' convar, print elapsed time Facepunch/sbox-issues#5912
7 Months Ago
Make sure directory tree exists when downloading from server
7 Months Ago
UI: Do not render invalid texture background images Fix missing map select button
7 Months Ago
Autoswitch to game tab when going into playmode again (oops)
7 Months Ago
Expose BlendMode Move D_BLENDMODE to common/blendmode.hlsl - so we can pull it into other shaders easy SceneLineObject supports texture + uvs
7 Months Ago
Disallow np2 textures, crashes the DXT compressor we use, plus disables mips etc.
7 Months Ago
CRenderDeviceBase::AsyncSetTextureData2: Fix nullptr crash with invalid rects Don't completely fail to start with an invalid controller plugged in, needs to be properly fixed in C++ though
7 Months Ago
Don't set active scene on tab hover but still do gizmo hover interactions, drag drop etc. Avoid needing awkward 2nd input, Facepunch/sbox-issues#5728
7 Months Ago
Use same asset picker size/location cookie regardless of what control created it Get rid of special case map picker
7 Months Ago
WIP AO to Lighting - DONT USE THIS YET
7 Months Ago
Reference package.base from libraries when publishing Fixes Facepunch/sbox-issues#5899
7 Months Ago
Cache versioned packages separately
7 Months Ago
AssertNoGraphErrorsInScene: assert downloaded package version Package.FetchAsync: allow fetching specific version
7 Months Ago
Disable AssertNoGraphErrorsInScene test temporarily
7 Months Ago
Added OnOrg to PackageCard and PackageList. Added basic Org Page when clicking org on Main Menu. Helps users find games made by the same creator(s). https://files.facepunch.com/CarsonKompon/2024/July/26_01-31-CuddlyCaracal.mp4
7 Months Ago
VectorInts are fields instead of properies (like they used to) with [JsonInclude] fields
7 Months Ago
Don't make VectorInt properties readonly since some games set them already (fixes tests failing)
7 Months Ago
Asset picker: only allow multi selection if we want that
7 Months Ago
Added a lot more functionality to Vector2Int and Vector3Int. Much more in line with their floating-point counterparts now, only including what makes the most sense for integer values. Also added documentation/summaries to everything. Resolves Facepunch/sbox-issues#5254 Fix Vector3Int converter error
7 Months Ago
Stop prefab source widget changing value and closing picker before a selection has been submitted
7 Months Ago
Asset picker: will now grab/install remote cloud assets when selected (fixes Facepunch/sbox-issues#5904), improved validation so you can only select resource types you're supposed to
7 Months Ago
Expose particle DeathTime, so effects can use it to do calculations Fix ParticleSpriteRenderer error when no texture defined Add ParticleEmitter.RateOverDistance , overrides for manipulating burst count, rate count
7 Months Ago
Fix Vector2.Json serialization only loading x value when supplying string as json object and not number array. Also updated function summaries that said "vector4" instead of "vector2" Vector2Int and Vector3Int values now serialize to/from JSON properly. Resolves Facepunch/sbox-issues#5821 Created Vector2Int/Vector3Int ControlWidgets. Resolves Facepunch/sbox-issues#5606
7 Months Ago
Fix new game objects created thru heirarchy context menu always spawning at 0,0,0
7 Months Ago
This only needs to be a warning
7 Months Ago
Prefab preload: preload into a dummy scene
7 Months Ago
Revert "Populate Json reflection cache in Json.Initialize" This reverts commit c0f2f57fc0a12a43ca0b73f3e3bf934a260bd69b. We don't need this if we preload prefabs
7 Months Ago
Preload all prefabs when loading a scene
7 Months Ago
Add ParticleModelRenderer
7 Months Ago
Restore skeleton compile to how it used to be, we're missing optimizations by just keeping every bone no matter what
7 Months Ago
Fix LineRenderer bug ParticleFloat, ParticleGradient have evaluations where you pass in the particle , which reduces the risk of fucking up the parameters Move ParticleRenderer's into own folder ParticleController has OnParticleCreated Add Particle.BaseListener - allows creating of classes that run on particle create, update and destroy - with instance data and guaranteed destroy Add ParticleLightRenderer
7 Months Ago
Fix bug in capsule tracing, fixes picker in modeldoc when using capsules
7 Months Ago
Fix IBL not working, Transparency in AmbientColor is used to lerp between artist's decided flat color and IBL/GI, defaults to GI AmbientLight component defaults to Gray color
7 Months Ago
Don't implicitly set zfar as infinity, if we want to do so we can do from C# side, but make it respect what we pass as zfar