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22,418 Commits over 1,614 Days - 0.58cph!

8 Months Ago
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8 Months Ago
World and shape userdata is void* now not intptr
8 Months Ago
Fix GetBody, AddBody, StepSimulation, StepUpdateManaged
8 Months Ago
Fix compile errors in physics joint
8 Months Ago
Add should collide callback Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor Add joint break callback Don't calculate mass for height shapes Test max impulses for joint breaking AddSpringJoint
8 Months Ago
Joint is enabled if it's active
8 Months Ago
Allow joint to become inactive
8 Months Ago
Linear slop is 0.03125 in sbox
8 Months Ago
Add back body axis lock
8 Months Ago
Update to latest, update vpc, wrap any izabu changes in SBOX defines
8 Months Ago
Remove ProjectConfig.Tags Add Package.UpdateValue( key, val ) Add debounce to Package.UpdateValue Add SerializedProperty.Create() Can edit some asset properties inline
8 Months Ago
Remove step results from physics interface, no longer used
8 Months Ago
Make BaseDropObject public so it's accessible to editor tools
8 Months Ago
Detect hand tracking, if not available (meta runtime) fallback to /input/grip/pose Update Facepunch.XR to 915dcf5 Fix poses not working if you didn't have fully tracked hands
8 Months Ago
WIP - Added bloom color ditto
8 Months Ago
Add BytePack handlers for Vector2Int, Vector3Int
8 Months Ago
WIP - Using Mips on downsamples. Plus other WIP misc. changes ditto
8 Months Ago
Add json type converter safely through TypeLibrary
8 Months Ago
Remove unused convar refs
8 Months Ago
Disable launcher maximize button
8 Months Ago
LineEdit for creating new actions instead of having to edit the action afterwards https://files.facepunch.com/tony/1b0411b1/sbox-dev_duZ3bhoZdb.png
8 Months Ago
When adding an input action, add it to the final group, not "Other", less annoying
8 Months Ago
Don't need this shit now
8 Months Ago
Detangle all this from Cubemapper, make it able to render inline rather than on a render block Redo update strategies from envmapprobe, much simpler, works everywhere now
8 Months Ago
Fix Depth::GetWorldPosition dividing by zero on skyboxes, pass epsilon to it use Depth::GetWorldPosition on Motion Blur, fix darkening/overbrightening of it based on sample count
8 Months Ago
Remove VR suffixes from enums Split Input.Vr.cs out into separate files within a VR folder
8 Months Ago
Don't try to compile shaders that have missing source files
8 Months Ago
Update menu scene Hand tracking elements Pull velocity up into TrackedObject, calculate manually Move input related enums into their own files VRController -> TrackedController Remove TrackedControllerType, HMDType - not supported by OpenXR VR anchor sets Input.VR.Scale based on transform scale (so that IPD matches) Remove `Finger`, `FingerValue` already exists
8 Months Ago
Add ListControlWidget handle context menu with duplicate option
8 Months Ago
Reverse Z (#1581) Every other modern engine uses a reversed depth buffer, Unity DX11+ UE4+ Godot It brings a massive improvement to depth buffer precision helping to prevent z-fighting and other depth precision issues. Source 2 has always had support for it but was not forced because of DX9. We should have turned this on long ago and will have to rip the band aid off at some point. It will break peoples custom shaders. The other ways their shaders would break that I'm unsure if we could provide compatability are rare: Interact with the depth buffer directly or through Depth::Get etc. Perform operations in clip space like gizmo_grid.shader does. I don't see why we'd ever change clip space direction again after this.
8 Months Ago
Bloom2 WIP Work in progress C# component Bloom.
8 Months Ago
Process particles in a GameSystem, all at the same time, to benefit from multithreading DynamicSceneObject can take vertex span instead of one at a time Fix NRE in Collider.RebuildImmediately Fix SoundEvent.GetNextSound random not using the full range of sounds GameObjectSystem metrics Look for eligible types in ResourceControlWidget, so it works with inherited types (resolves Facepunch/sbox-issues#5609) https://files.facepunch.com/tony/1b0211b1/sbox-dev_YJS6hP69DC.png Start pending components before physics step - fixes physics step running before joints are created ByteStream Rewrite (#1610) * Added failing ByteStream stress test * Rewrite ByteStream to use Span / ReadOnlySpan where possible Add basic support for using right CTRL/SHIFT keys for input actions, I didn't include RALT because my keyboard doesn't seem to work with it (resolves Facepunch/sbox-issues#5506) Update Facepunch.ActionGraphs * Optimization when cloning * Nicer error messages with invalid pure methods (Facepunch/sbox-issues#5743) Fixed Facepunch/sbox-issues#5752 Fix OnComponentUpdate / OnComponentFixedUpdate not running Allow model inspector to preview animations https://files.facepunch.com/layla/1b0211b1/sbox-dev_fdrQka7PNG.mp4 Dictionary control widgets can't be edited when readonly Hotload: Skip some System.Text.Json types Fix some files (.razor) not opening in code editor from compile status window Simplify scene ref gizmos, fix leak when closing scene Terrain can import splatmap from png, tga, jpg, psd Remove SceneFile.LastSaved, use existing hash check to check for external changes for scenes, much cleaner Add algorithmVersion to vtex crc if GGXCubeMapBlur Increment sky shader version, forces material rebuild, which forces a texture rebuild Restore Toggle Gizmos shortcut (not sure if this was done on purpose) Fix incorrect min max for int AnimParam Add option names to enum AnimParam Package.Type.Gamemode becomes Package.Type.Game Can publish any asset, scene + prefab previewers Published assets can optionally include source files Fix Warnings Fix GetParameterInt and GetParameterFloat not working for ANIMPARAM_ENUM Preview animgraph parameters on model preview https://files.facepunch.com/layla/1b0311b1/sbox-dev_orVYPmENxI.mp4 Make sure any scene light properties ask native for their value so they can never go out of sync Add binds we'll need for sceneobject serialization Bind light desc so we can create a light directly from desc Merge branch 'master' into reverse-z
8 Months Ago
Revert changes to sky.shader now that g_flFarPlane has the correct value in reverse-z
8 Months Ago
Add binds we'll need for sceneobject serialization Bind light desc so we can create a light directly from desc
8 Months Ago
Make sure any scene light properties ask native for their value so they can never go out of sync
8 Months Ago
Preview animgraph parameters on model preview https://files.facepunch.com/layla/1b0311b1/sbox-dev_orVYPmENxI.mp4
8 Months Ago
Initial support for skeletal data, supports both SteamVR skeleton estimate (controllers) and full hand tracking (leap motion, virtual desktop) https://files.facepunch.com/alexguthrie/1b0311b1/Desktop%202024.07.03%20-%2018.56.33.85.mp4
8 Months Ago
Fix GetParameterInt and GetParameterFloat not working for ANIMPARAM_ENUM
8 Months Ago
Bloom2 - new Bloom component C# - WIP Intended to provide a more flexible bloom as C# component
8 Months Ago
Add support for finger curls, update Facepunch.XR to 98dab99 Hand joint data Obsolte VR Model Renderer Initial support for full hand skeleton on VR Hand component Rename VRHand to VRHandSkeleton
8 Months Ago
Fix Warnings
8 Months Ago
Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png
8 Months Ago
Package.Type.Gamemode becomes Package.Type.Game Can publish any asset, scene + prefab previewers Published assets can optionally include source files
8 Months Ago
Fix incorrect min max for int AnimParam Add option names to enum AnimParam
8 Months Ago
Restore Toggle Gizmos shortcut (not sure if this was done on purpose)
8 Months Ago
Add algorithmVersion to vtex crc if GGXCubeMapBlur Increment sky shader version, forces material rebuild, which forces a texture rebuild
8 Months Ago
Remove SceneFile.LastSaved, use existing hash check to check for external changes for scenes, much cleaner
8 Months Ago
Terrain can import splatmap from png, tga, jpg, psd
8 Months Ago
Fix shadow bias with new Reverse-Z shadow compatibility
8 Months Ago
Fix SSAO with Reverse-Z Update shaders with new Reverse-Z shadow compatibility Fix shadow bias with new Reverse-Z shadow compatibility