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20,840 Commits over 1,522 Days - 0.57cph!

8 Months Ago
Parse commandline properly to prevent projects with `-test` in the name breaking sbox-issues/issues/5208 Test for multiple keyframe percentages (sbox-issues/issues/5168) Support multiple keyframe percentages e.g. ```scss @keyframes tilt { 0%, 10% { transform: rotate(0deg) scale(1); transform-origin: center; } } ``` sbox-issues/issues/5168 Vector2Int, Vector3Int sbox-issues/issues/4995
8 Months Ago
Allow avatar tint editing
8 Months Ago
Temp comment out this line to fix tests
8 Months Ago
Object Snapshot Refresh (#1500) * Initial commit * Component id + prune those for refresh as well * Serialize id properly * OnRefresh * Fix refresh for bones * Revert comp ids on this branch * Use Id not __id as that is what was settled with for Component Ids * When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table * Don't do on the root though save that for the multi-comp PR * Include latest table snapshot with full refresh. Update to support __guid * Undo this bit * Added Connection.CanRefreshObjects permission (def: true) * Add checks for CanRefreshObjects to Network.Refresh() and when OnObjectRefresh is called * Register properties recursively when sending network refresh or receiving one * Test to re-register Sync props after Network.Refresh * Make docs clearer * If a Component isn't valid then just set the property anyway for a Sync var * By default, clients (except host) can NOT refresh network objects. Host can change this with Connection.CanRefreshObjects * Some additional validation checks * Better logic * Fix issue with nested types not having correct identity hash for wrapped property codegen
8 Months Ago
Fix NRE in GraphInputNodeType.GetPath Inflate heightfield query cell bounds by 0.5, fixes terrain collision Fix terrain collider not updating on heightmap import Terrain collision is per triangle again instead of per cell, should be 100% accurate https://files.facepunch.com/layla/1b1911b1/sbox-dev_bZpdwNGM3P.mp4 Vulkan: Fix validation errors with MSAA disabled, this should fix a lot of crashing problems for people playing without MSAA Actually set D_MSAA combo on depth_downsample Fix hair blue line Scene.Load ShowLoadingScreen actually works Update avatar scene Open avatar scene when you click the avatar button Rework terrain casting and sweeping Only clear contacts on tag change if the contacts should have no interaction Use faster _aligned_malloc in physics system Tweak citizen eye ao add compilled avatar scene (!) PanelComponent uses internal enable, disable, update Temporary fix for drag executing multiple times in one frame Expose render settings to tools https://files.facepunch.com/garry/0c9677be-c880-4ac5-8976-3c69143c9f5b.png Compile fix Max 8x msaa Fix deserializing ActionGraphs in Menu context (#1506) Nicer test for if nodes are operators OnDestroyInternal calls OnDisabledInternal instead of OnDisabled Reset panel parent before deleting it Include panel parent in hash, fixes panel not rendering when parent is disabled and enabled Don't flag SceneObject and SceneModel as ESceneObjectFlags.IS_OPAQUE, the materials should dictate it, fixes translucent materials drawing in opaque passes (& drawing twice) Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232 Fixed delete prompt having no content Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235 Better warning if we can't find ITagset Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231) Don't give gizmo mouse focus when it orbit mode Check if aaquality is a valid enum, users are likely to have outdated settings ModelCollider uses mass and damping properties from model physics parts Change Json.PushNodeLibrary() to NodeLibrary.Push() Call NodeLibrary.Push() instead of Scene.Push() if HostScene is null Fixes Facepunch/sbox-issues#5244 Remove unused Remove buttons Show icon if item has alternates Clothing container stores height SkinnedModelRenderer stores animgraph params, applies them OnEnabled CitizenAnimationHelper - make Height nullable Height option on avatar, can mess with and annoy citizen Normalize clothing before applying Reset input config in menu Remove unused UI system gets game buttons when no game is loaded VSync menu option Can switch between variants Merge branch 'master' into snapshot-refresh
8 Months Ago
Fix issue with nested types not having correct identity hash for wrapped property codegen
8 Months Ago
Can switch between variants
8 Months Ago
Better logic
8 Months Ago
Some additional validation checks
8 Months Ago
Remove unused Remove buttons Show icon if item has alternates Clothing container stores height SkinnedModelRenderer stores animgraph params, applies them OnEnabled CitizenAnimationHelper - make Height nullable Height option on avatar, can mess with and annoy citizen Normalize clothing before applying Reset input config in menu Remove unused UI system gets game buttons when no game is loaded VSync menu option
8 Months Ago
Merge property or variable get / set nodes
8 Months Ago
Change Json.PushNodeLibrary() to NodeLibrary.Push() Call NodeLibrary.Push() instead of Scene.Push() if HostScene is null Fixes Facepunch/sbox-issues#5244
8 Months Ago
ModelCollider uses mass and damping properties from model physics parts
8 Months Ago
Make control sheet labels draggable
8 Months Ago
Merge property or variable get / set nodes
8 Months Ago
Check if aaquality is a valid enum, users are likely to have outdated settings
8 Months Ago
Don't give gizmo mouse focus when it orbit mode
8 Months Ago
Better warning if we can't find ITagset Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231)
8 Months Ago
Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235
8 Months Ago
Fixed delete prompt having no content
8 Months Ago
Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232
8 Months Ago
Don't flag SceneObject and SceneModel as ESceneObjectFlags.IS_OPAQUE, the materials should dictate it, fixes translucent materials drawing in opaque passes (& drawing twice)
8 Months Ago
Include panel parent in hash, fixes panel not rendering when parent is disabled and enabled
8 Months Ago
OnDestroyInternal calls OnDisabledInternal instead of OnDisabled Reset panel parent before deleting it
8 Months Ago
Nicer test for if nodes are operators
8 Months Ago
Make control sheet labels draggable
8 Months Ago
Merge property or variable get / set nodes https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4
8 Months Ago
Fix deserializing ActionGraphs in Menu context (#1506)
8 Months Ago
By default, clients (except host) can NOT refresh network objects. Host can change this with Connection.CanRefreshObjects
8 Months Ago
Compile fix Max 8x msaa
8 Months Ago
Expose render settings to tools https://files.facepunch.com/garry/0c9677be-c880-4ac5-8976-3c69143c9f5b.png
8 Months Ago
Merge property or variable get / set nodes https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4
8 Months Ago
Temporary fix for drag executing multiple times in one frame
8 Months Ago
Fix action graph serialization tests
8 Months Ago
Set Json.NodeLibrary in Scene.Push() Make sure node definitions are added in Menu context Push scene scope in Scene.Save(), Scene.Serialize()
8 Months Ago
PanelComponent uses internal enable, disable, update
8 Months Ago
Fix RenderDeviceInfo_t wrong size
8 Months Ago
Set Json.NodeLibrary in Scene.Push() Make sure node definitions are added in Menu context
8 Months Ago
Add WidgetUtil.CreateSwapChain NativeRenderingWidget renders in regular render path
8 Months Ago
If a Component isn't valid then just set the property anyway for a Sync var
8 Months Ago
Make docs clearer
8 Months Ago
Test to re-register Sync props after Network.Refresh
8 Months Ago
Remove the old BuildCubeMaps
8 Months Ago
Dynamic cubemap component settings
8 Months Ago
Remove unsued, clean up
8 Months Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c# Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler GGX filtering Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples Assert isn't valid anymore in ComputeImageViews since we can pass a cube array Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV
8 Months Ago
Tweak citizen eye ao add compilled avatar scene (!)
8 Months Ago
Use faster _aligned_malloc in physics system
8 Months Ago
Only clear contacts on tag change if the contacts should have no interaction
8 Months Ago
Rework terrain casting and sweeping