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Add ability to configure custom Code Editors#68

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scomitch wants to merge 124 commits intoFacepunch:masterfrom
scomitch:feature/custom-code-editor
Closed

Add ability to configure custom Code Editors#68
scomitch wants to merge 124 commits intoFacepunch:masterfrom
scomitch:feature/custom-code-editor

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Summary

Adds support for configuring custom code editors, addresses #504

Why

Currently, S&Box only supports a fixed set of editors (Visual Studio, VSCode and Rider). Users who prefer to use any other editor outside of these three are essentially blocked from utilizing any of the built in functions to open files inside of the S&Box editor.

Features

  • Add any editor executable you want
  • Custom argument templates for any editor {path}, {line}, {column}, {solution} args
  • Settings menu to change arguments, delete editors etc.
  • For UX, any editors not found will state that instead of just disabling clicks.
  • Persistent storage, utilizes EditorCookie to store configurations.

Screenshots

sbox-dev_2025-11-29_19-50-05 sbox-dev_2025-11-29_19-50-38 sbox-dev_2025-11-29_19-50-52 sbox-dev_2025-11-29_19-51-01 sbox-dev_2025-11-29_19-51-17
sbox-dev_2025-11-29_19-52-25.mp4

sboxbot and others added 30 commits November 24, 2025 09:05
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
…cene.PhysicsWorld (Facepunch#3433)

Resolves Facepunch/sbox-issues#9598 (Fixes issues where traces in the editor can throw NREs after exiting play mode)
* Skip menu editor code outside of the menu project
* Asset Browser: skip menu project assets in Everything and Recents
Add slight delay because windows may still briefly hold a lock on some files even after the process exited
* Refactor sync script

Use single filter repo call
Use globs instead of python madness
Ensure shallow clone is clean before working on it

* Add dry run option to sync script
* Add public gitattributes
* Fix leaky swapchain when resizing on game mode and dispose of handle after usage
VideoRecorder would get a strong handle copy of the swapchain every frame and retain it, causing native to fail to shutdown the copies from it
Made usage of getting native swapchain consistent on managed on other stuff, doing it like this ensures GC properly disposes of the strong handles even not disposing explicitly

Remove now unused ScreenRecorder.def and ScreenshotService.def

There are still optimizations to swapchain I'd like to send on another commit, game is allocating way more swapchains than needed even without the leak, has two completely different paths depending if you are MSAA or not, this can all be much simpler
https://files.facepunch.com/sampavlovic/1b1811b1/EjDyxbTahs.png

* Remove NativeLayerRenderTarget, was unused and fucked

* Keep it as an ITexture/HRenderTextureStrong in managed so we avoid IDisposable, ReadTextureAsync with ITexture
…h#3449)

* Support instanced tint on Blendable and Material::From( i )

Blendable supports vertex tint color, but was initially intended for world geometry so there was no point in working with instance color, now works fine

https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_qkWlvBOXW8.png

* Build shaders
* More robust downloading of artifacts

Don't download to a temp file first
Try to retry download up to 3 times, if it fails
Fail Bootstrap if any download fails

* Fix contentbuilder and shadercompiler not forwarding to stdout
…eleted

Move filter implementation to python so we have more flexibility when implementing filters.
Make sure deleted files are properly filtered by evaluating globs in the filter itself not before.
Make sure deleted LFS files are accounted for by scanning the history of the shallow clone for delete/changed lfs files.
Whitelist some additional shaders.
* Fix terrain seams and optimize

Overlap LODs by one step to fix holes in LOD transitions
Reuse vertices that exist on same key when building diamond square

https://files.facepunch.com/sampavlovic/1b2411b1/8mb.video-eW2-tNb22a60.mp4

* Add NoTile class and make terrain use it
https://files.facepunch.com/sampavlovic/1b2411b1/sbox-dev_R1FwUmLhvu.mp4
https://files.facepunch.com/sampavlovic/1b2411b1/sbox-dev_YhKyIwvhve.mp4

* Sure why not Mr. Robot
* SceneEditorSession: make game vs editor scenes more distinct, Scene is whichever is currently active

* Route prefab update, model reload etc events to both scenes if needed

* SceneTree update checking a bit cleaner

* Bring back GameEditorSessions instead, so undo, selection etc can all be linked 1:1 with scenes again

* tweak and tidy
bakscratch and others added 28 commits December 1, 2025 20:32
…edit the editor title which is already in sync (Facepunch#3529)

Tentatively resolves Facepunch/sbox-issues#9659
…t's own runner

* ci triggers win64 and linuxamd64 workflows
* workflows upload their artifacts to gha
* sync workflow is on it's own runner and downloads the artifacts,
  it then builds the filtered repo and uploads a full manifest to r2
* remove sync step from Deploy pipeline
* disable force push, the history should always match
* Add r_max_anisotropy setting

Our anisotropy would default to the maximum value supported by hardware (16x), this trashes perf on my Intel B580, unreal does not even support above 8x

Unlike r_texturefilterinquality, it does not clog the renderer with user config samplers, r_max_anisotropy 1 has same result as trilinear rendering

Set default to 4, seems a good value

Not hooked up to UI

* Add r_max_anisotropy to quality_profiles
…idget (Facepunch#3540)

* Fix vsnd playback skipping the first few milliseconds

only increment Time after everything else has finished happening, this fixes the first few milliseconds of audio being cut off

Ensure SamplesPerColumn is greater than 1, this fixes the waveaform being a solid line if a sound file was too short and the inspector was too wide

Fix subsequent playback skipping time by setting time to 0 after EditorUtility.PlaySound

Use SmoothDelta to fix inconsistent playback

Co-authored-by: DrakeFruit <foxflowgaming@gmail.com>
- Fix navmesh potentially generating twice
- Make sure it's generated async on load.
- Only generate it in editor scenes if actually used
* Fix default %project%/Assets/ location when saving prefabs + scenes
* Display error message box if it's not a valid assets location
* Tweak "File > Save" enabled conditions to match if they'll do something
They are essentially compile time constants, so we shouldn't allocate them
* Make MSAA setting work on editor SceneRenderingWidgets

MSAA settings never worked with editor viewport, only on game tab, now with playmode it always takes highest MSAA value from hardware regardless of what

Two things from this PR:
* Pass current engine MSAA setting when creating SceneRenderingWidget swapchain
* Add callback when video settings are changed, recreate swapchain when so

Replicates fine for all SceneRenderingWidgets, applies instantly

https://files.facepunch.com/sampavlovic/1b0311b1/sbox-dev_bjEMrrYe71.mp4

* Push RenderMultisampleType_t nMSAAAmount on interop
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