11,326 Commits over 1,338 Days - 0.35cph!
VTEX_InitCreationDescFromHeader: check for nullptr
Can specify mixer, mixers process their child mixers
Save mixerhandle using Name and Guid, so we can fallback if one changes
Mixers can turn off specializing, distance attenuation, occlusion, air absorption
Can change default mixer
Centre windows to screen/editor by default
* Shift StartCentered property and logic out of Widget and into Window/BaseWindow, plus special cases fixes for splash and launcher
* Prevent main editor window from attempting to centre on itself
* code cleanup, improve comments
* Rename SetPositionCentered -> Center
Validate shader descriptor bindings, refuse to load invalid shaders that will crash (shaders compiled with compiler bugs that were fixed)
Add brite, water, concrete dsps
outside dsps
More dsps
New Clothing! - Winter Coat
LODs coming up next for this + any skinning adjustments.
Bindless Lightcookies (#1556)
https://files.facepunch.com/sampavlovic/1b0211b1/lightcookies.png
Bindless Cubemaps (#1552)
ShaderGraph: Fix black region in triplanar texture nodes
Facepunch/sbox-issues#5371
Fix method identities not matching for generic declaring types
Fix component RPCs declared on generic types
VR: Fix render models loading improperly
Define DSP presets from c#
Fix audiomixer processors not loading properly
Add Sound.DspNames
Move PhysicsLockControlWidget to ControlWidgets folder
Add DropdownControlWidget<T>
Add DspPresetHandle, editor to get dropdown
Just exit playmode on Game.Close in editor
Delete GameManager (has been replaced by Game for ages now)
When copying and pasting GameObjects in the editor - use the world transform instead of the local transform ( Fixes Facepunch/sbox-issues#4514 )
Strip steamaudio reflections
Remove SteamAudioScene and all that shit
Reapply distance attenuation
Reapply occlusion, transmission, air absorption
PhysicsWorld no longer needs these horrible events
Merge pull request #1557 from Facepunch/remove-steamaudio-reverb
Remove steamaudio simulators
Fix polygon mesh texture offset not serializing
Fix shadergraph node drag drop, drag data needs to be full class name now
Fix trying to access null asset metadata, because of 0bc9a60
Fix asset publish widget not properly checking if source file doesn't exist, fixes inspector not working for cloud assets
Loop select https://files.facepunch.com/layla/1b0111b1/sbox-dev_EaJSH5kbqn.mp4
Fix wireframe toolbar button not setting checked state
Terrain: use bindless textures
Terrain: use roughness from normal alpha
Fix music player spectrum returning 512 samples when only 256 is being used
Stop sounds on sound asset reload
Disable frustum shadow map culling using volume cullers, the view we render for the shadow is already doing frustum culling so I'm not fully sure if this is doing anything, on CS2 it seems to only be used for barn light shadows anyway ( And with an explicit illumination bounds OOB )? Fixes shadow flickering on props
VR: Don't submit or wait for poses if the headset is in standby (prevents editor stalling when headset goes idle)
Shapshot -> Snapshot in loading screen ( Fixes Facepunch/sbox-issues#5439 ) 😂
Some clearer documentation
Interpolation v2 (#1516)
* Test
* Clean up - use TransformInterpolate class
* Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target
* Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor.
* Fix to allow interp property to be set by GameObjectHeader
* Serialize the interpolation bool with GameObject
* Combination of fixed update interpolator and networked interpolation buffer. Working nicely
* Some cleanup
* Some extra docs + let's call it Query to match the other class
* Use Time.Now
* Restore backward compat LerpTo
* Cull after, ensure move direct to last tx if query out of time but entries remaining
* Fix formatting
* Tiny tidyup
* Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate
* Actually enable it
* Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update
RPC Filter (#1549)
* Update documentation
* Add recipient filter struct, type, and Rpc.FilterOnly and Rpc.AllExcept methods
* Update documentation
* Change filtertype options
* Move to Connection.Filter. Can pass optional filter to Broadcast. Use this for Rpcs with current filter.
* More docs
* Same logic for static Rpcs
* Add single Connection overloads
* this can be made private
* Fix ambigious docs
* Inverse logic (doh!)
* Use hasvalue etc
* Some fixes
* Remove duplicate docs
* Better docs
* RPC in log for consistency
* Add overloads for filtering RPC recipients based on a predicate
* FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time
* Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere.
* Restore the old filter here even if e.Resume() throws
* Early out / cut nesting
* Tidy up
Add library_install command (for editor)
Mount asset filesystem from libraries
Uploading libraries allows fbx files
Add Game.Ident (fixes sbox-issues/issues/5435)
Force push compiled surfaces & decals
Fixes Facepunch/sbox-issues#5429
Add [TestClass] to LibraryTests in library template
Fixes Facepunch/sbox-issues#5418
Add some gizmo handles for VR components
Make Component.Reset() reset its PropertyAttribute marked properties
Return old studio lighting scene
Fix typo, not meant to pass high precision offset to fog, just direct position
https://i.imgur.com/EGNuSTA.png
Shadow Cache + Time Sliced Shadows (#1535)
Make atmospherics on shadingmodel take position with offset directly, recompile terrain with it, fixes volumetric fog on terrain
Revert "Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently"
This reverts commit 0985ef78fcb2e16747cb76f1e1c95a48d8567405.
Fix publish page missing on certain package types
Fix HasCodePath, HasAssetPath not working for single asset projects
VR: Fix angular velocity & velocity coordinate conversion
Fix EventSystem null exception
LibrarySystem read/save version property, support switching versions
VR: keep track of input deltas manually
BufferedHashSet<T>: For safely iterating over a hashset that can be modified without needing a copy
Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
Sandbox.Game convars work in editor again
Codegen IUpdateSubscriber and others on Components that implement those methods
Scene update loop only iterates over enabled components that implement each of their methods; OnUpdate, OnFixedUpdate, OnPreRender
Always explicitly keep a reference to delegates passed to native (#1546)