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

8 Months Ago
We don't need to do this anymore
8 Months Ago
Misc post-scenetab fixes Hide skybox in 2d views Split scene view layout/viewport classes into separate files Tidy Use frustum RayDepth for terrain, hitbox traces Make 2d clipping less crap Use black background for 2d views
8 Months Ago
Hook it up in PS_FinalCombinerDoLighting before I do a full shader build
8 Months Ago
CDecalSceneObject - Non renderable, holds data only but can be culled by the scenesystem Tiled Frustums ( We should make light culling use these as they are more accurate and faster ) Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface Apply forward+ decals as part of standard shading (recompiles needed to support this feature)
8 Months Ago
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things Set skybox as global cubemap Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
8 Months Ago
Add BBox + Sphere GetVolume() Call AudioProcessor.OnDestroy properly Make DspProcessor public Store and restore Mixer config when playing game in editor Update Processors in mixer UI to show enabled status catch and report exceptions when disposing GameObjectSystems Dsp tweaks
8 Months Ago
Swap these
8 Months Ago
Clean up
8 Months Ago
Call ProjectSettings.Reset in ResetEnvironment
8 Months Ago
Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically
8 Months Ago
Addition of compute shader version + minor changes to PS shader version and UI ditto
8 Months Ago
Fall back to UnknownStackLineHandler if file name is missing Fixes ILHotloaded method stack traces showing nothing at all
8 Months Ago
Make Gizmo.Control.BoundingBox much more visually simple Json Serialize Sphere properly (!) Gizmo.Control.BoundingBox - adjust depth bias so we can always touch the handles through geo This reverts
8 Months Ago
Expose NavAgent.Velocity setter
8 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 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 Misc fixes Move EnablePostProcessing from GizmoSettings to ViewportState Default each viewport to a unique perspective
8 Months Ago
Expose Sphere Add ControlSheet.CreateLabel( SerializedProperty property ) Add [InlineEditor], which will make structs editable inline when applied to a property
8 Months Ago
Add Editor.FileSystem.Config Add string.GetFilenameSafe() Layouts are stored in game/config/editor/layout/ Add/Update default layout
8 Months Ago
ReadWithFallback will return new T() if package is null too
8 Months Ago
ToHashCode
8 Months Ago
Unnecessary arg
8 Months Ago
Fix inverted condition
8 Months Ago
Cleanup
8 Months Ago
Remove some duplication
8 Months Ago
Method name update
8 Months Ago
Add all files from network when mounting on client side
8 Months Ago
Fix - but obviously it can't be done this way it's absolutely awful
8 Months Ago
Kind of genericize SmallNetworkFiles - push / add / remove files from it externally - mount its MemoryFileSystem externally as well to desired file system
8 Months Ago
Reset config files
8 Months Ago
Fix documentation
8 Months Ago
Fix
8 Months Ago
Do GetHashCode this way Initialize CollisionRules Handle small network files from different file systems this way?
8 Months Ago
sceneanimatableobject uses animation helper for models without animgraph too, fixes ragdolls without animgraph not working Don't create model physics in editor on model change, make sure physics is removed on destroy ModelDropObject creates game object at correct transform before adding any components, also fix grid snap on drop
8 Months Ago
When deserializing a GameObject create components in a try/catch and log an error if it fails. If no component could be created, add a missing component. Fixes not being able to open a prefab if there's an error in the constructor of a component. Closes Facepunch/sbox-issues#4397
8 Months Ago
Add Package.FileSize (MB) ( Closes Facepunch/sbox-issues#4908 )
8 Months Ago
Forgot to change these, oops
8 Months Ago
Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes
8 Months Ago
Add openxr_loader pdb and dll
8 Months Ago
Ignore packets from non-host until we're fully connected ( Fixes Facepunch/sbox-issues#1595 )
8 Months Ago
Add a small cache on Timings.Get Extra checks in ByteStream Where possible, cache DelegateFunctionPointer instead of calling GetFunctionPointerForDelegate every time Completely avoid DelegateFunctionPointer.Get in PhysicsTrace
8 Months Ago
Delete WorldPanel immediately OnDisabled, otherwise it will linger forever when play mode is stopped
8 Months Ago
Correct place for these SceneObject sealed overrides Clear all these ptrs first to be safe, seal some more shit
8 Months Ago
Add directional light and better cubemap to shadergraph preview
8 Months Ago
Seal all shader nodes that can be sealed
8 Months Ago
Move some base shadergraph code to base editor to allow tool libraries to create their own nodes
8 Months Ago
Fixed prefab scene bullshit Fixes sbox-issues/issues/5636 Fixes sbox-issues/issues/5635
8 Months Ago
Fix bytestream overflows (and add test) Make a bunch of stuff sealed
8 Months Ago
Fix SerializedPropertyProxy not forwarding TryGetAsObject, As (fixes sbox-issues/issues/5631)
8 Months Ago
Restore conversion from .object to .prefab Fix NRE in SceneWidget when scene is deleted Fix PrefabScene placeholder loading whole scene
8 Months Ago
Remove openvr_api.lib dep, unused preprocessor definitions Facepunch.XR update
8 Months Ago
Fix NRE on Scene.DebugSceneWorld, can happen when switching from play mode