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20,855 Commits over 1,522 Days - 0.57cph!

9 Months Ago
Don't just use ClassName to serialize types in ActionGraph Fixed Facepunch/sbox-issues#4869
9 Months Ago
Text tabs quick start Working fixed with tabs Work in tab stops during line layout Tab stops are font width * 4 spaces wide No need to collapse tabs here, we do it with WhiteSpace Fix tabs not always lining up, use measured space width
9 Months Ago
Fix tabs not always lining up, use measured space width
9 Months Ago
"Reset to Default" in the editor will look for DefaultValueAttribute, then get proper instance default intead of just bailing
9 Months Ago
No need to collapse tabs here, we do it with WhiteSpace
9 Months Ago
GatherVisibleLightsGPU Move depth prepass to be the first pass of everything, we'll use it on lightbinner for light culling from now on Do lightbinning for light culling on render thread when a layer first wants to request lights, guarantees we have a depth pyramid by then If we are on a render thread just do a simple flush for ForceFlushGPU(), we just want the GPU to finish it's work, not clean up things Run lightbinner calculation in render thread & actually on lightbinner layer Light culling tests with depth & light radius on compute shader Flush rather than ForceGPUFlush on CReadGPUBuffer::WaitUntilRead() Finish light visibility test shader, rewrite to be cleaner, temp pass PerViewConstantBuffer_t for g_vDepthPsToVsConversion on layer
9 Months Ago
Tab stops are font width * 4 spaces wide
9 Months Ago
Work in tab stops during line layout
9 Months Ago
Hash view ID to FindOrCreateFrameBufferScratchTexture as well to solve collision when we have multiple views with same resolution, eg with splitscreen Fix dynamic reflections and AO in viewported views Add compiled shaders for viewport shading fixes Texture barriers for SSR in multiple viewports
9 Months Ago
Remove this for now, sus is later
9 Months Ago
When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host
9 Months Ago
Default CanSpawnObjects to true for now
9 Months Ago
Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo
9 Months Ago
Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor
9 Months Ago
Close context menu on line edit submit Put all generated component types in one assembly
9 Months Ago
Fix component weirdness when cloning disabled objects
9 Months Ago
Add isolated CallbackBatch, use it when cloning. Fixes instances when cloning in OnEnabled etc would cause weirdness
9 Months Ago
Implement calc for CSS, make it so that dynamic units (vw/vh/expressions/etc.) all update correctly https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_ADiqfZ9hI2.png For sbox/issues/421, sbox-issues/issues/4753, sbox-issues/issues/723
9 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed Make it CanSpawnObjects CanSpawnObjects settable only by the host
9 Months Ago
Launcher: creating a new project uses Ident as the folder name instead of Title
9 Months Ago
In-editor property creation: use const value as default
9 Months Ago
Add some standard map entity definitions that we have loaders for: prop_physics, prop_animated, env_sky, env_gradient_fog, snd_event_*,
9 Months Ago
Component editor
9 Months Ago
I hate this double launch solution Rename launcher project Lock project row button when launching
9 Months Ago
Mixer scales itself based on its own volume, so it is reflected in metering
9 Months Ago
Context menu text entry cleanup, can edit graph inputs / outputs again
9 Months Ago
Protect against 0 width/height video modes and assert CHostedWidget::SizeToParent() don't change the video mode if height() is 0
9 Months Ago
Some PredictBestType fixes for operators Fixed legacy Get Game Object node appearing in node list again Some local instance node grouping cleanup https://files.facepunch.com/ziks/2024-02-19/O0b83KRmbo.png
9 Months Ago
Early error when trying to open an invalid project
9 Months Ago
Forgot to force add this dll
9 Months Ago
Launcher only launches a single instance of each project
9 Months Ago
Tweak mixer control https://files.facepunch.com/garry/30a69c23-fadf-426c-bb78-a4152a2b861d.mp4
9 Months Ago
Lock the mixing thread when hotloading We can review this later, since I suspect if we make the active voice list ignore hotload, everything will be fine anyway.. and it would be nice to have sounds keep playing.
9 Months Ago
Add MixerDock
9 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed Make it CanSpawnObjects CanSpawnObjects settable only by the host
9 Months Ago
add Mixer class
9 Months Ago
AudioSampler can sample multi-channel
9 Months Ago
Working fixed with tabs
9 Months Ago
Tweak sound occlusion ignores
9 Months Ago
Create runtime buffers for dynamically created meshes so they can create trace data, allows them to be scene traced
9 Months Ago
Forward command line between sbox-dev and sbox-launch
9 Months Ago
Add Occlusion , OcclusionRadius , DistanceAttenuation to SoundEvent
9 Months Ago
Early out of CreateToolsTriangleList when there's no runtime buffers but also assert because ideally this should happen
9 Months Ago
Steam audio debug convars Add SoundHandle.SpacialBlend, Name and change how they get disposed Fix sound cutting out when spatial sound played inside head Fill out Sound.Preload
9 Months Ago
CMapAssetType::CalculateDependencies suppress pointless upconversion of vmaps so we don't spend 30+ seconds doing so on initial load
9 Months Ago
Add volume
9 Months Ago
Binds create mixer - can play sounds! strip vmixtool Remove unused args Add some more c# compatible funcs to CAudioMixBuffer Add AudioBuffers, MixBuffer Audio processor basics Route SoundHandle through managed system, use speaker volumes etc Play sounds from the point of view of the scene camera if we're not playing the game, and this window is focused Strip as much as I dare right now Add steam audio Update steam audio binaries Add steam audio binds Add BinauralEffect processor Steam audio scene system Apply direct Create phonon.pdb Reflection works! 😅 Latest Clean up Fix menu sounds not playing Refactoring, making internal Fix warning Fix tests strip unused Remove unused
9 Months Ago
Fix launcher layout to stop people obsessing
9 Months Ago
Silently ignore delete error when removing unknown cloud file Fix NRE when setting convar Fixed file not found when reading asset json If a model has no meshes, show error model instead Fix text cannot be empty exception in Graphic.Draw Assert on AssetType not null
9 Months Ago
Show stall source to everyone