17,438 Commits over 1,338 Days - 0.54cph!
Embed the framework ref dlls instead of having them loose in bin/ref/
Move compiler tests to Sandbox.Compiling.Test
GameTransform.FixedUpdateInterpolation (bool) (def: true)
Restore old Rigidbody code, remove RigidbodyInterpolation enum etc. Remove warnings that CharacterController needs to be used in Update (not now)
Map instance uses vmap resource type for map name to be able to select map with asset browser
CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
Add cylinder colliders to wheel01 breakpieces, was causing assert on compile in debug
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
Fixed controller gamepad actions not working in FixedUpdate
Always serialize InputAction.GamepadCode - this might not be the best course of action, but it resolves the problem where you can't bind an input action to GamepadCode.A (0)
Update DepthOfField.cs
FocalDistance approaching zero was causing a numeric issue and assert.
Merge pull request #1576 from Facepunch/DOF-fix
Update DepthOfField.cs
Update DepthOfField.cs
FocalDistance approaching zero was causing a numeric issue and assert.
Make editor startup with missing components more unlikely (but not totally fixed)
Update template .gitignore to capture exclusion directories for Libraries
Restore functionality to Input.ReleaseAction (sbox-issues/issues/5500)
Get rid of ICSharpCompiler, tools can use the Compiler and Microsoft.CodeAnalysis directly
Fixed GameDebug button being cut off awkwardly (resolves sbox-issues/issues/5490)
Restore play mode toggle shortcut while focusing the game viewport
CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
ActionGraph: don't qualify type names by assembly name
Fixes Facepunch/sbox-issues#5473
Revert to NativeRenderingEngine hack, still need to deal with edge cases, I'm debugging it better
Handle RootNamespace option in SimpleComponentTemplate
Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
Wrapped method resume will get async keyword when wrapped method has it
Fix tests
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
Rigidbody interpolation mode (def: Interpolate)
ImpureAttribute to compliment PureAttribute
Facepunch/sbox-issues#5499
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
Wrapped method resume will get async keyword when wrapped method has it
Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
Merge branch 'master' into networked-model-physics
Initial experiment with networked Model Physics
Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
Use Present() which also has logic to handle swapchain size changes for widgets than HandlePendingSwapChainResize()
Fix shitty hack on RenderScene()
Fix scene mesh export not remapping face indices
Remove AddGameWithPackageBase test - this is no longer supported
Fix hotload fast path not using fast hotload
CollisionRules cleanup to make it queryable in C#
Add WithCollisionRules method to SceneTrace, PhysicsTraceBuilder
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
Fix unit tests not finding system assembly refs
Add Sandbox.Filesystem and Sandbox.Compiling
Mark citizen IK bones as hidden so gameobjects aren't created for them
Bone gizmos https://files.facepunch.com/layla/1b1211b1/sbox-dev_JyFl9Jtw4A.mp4
Change GetShadowDownsampleLevel to calculate based on the percentage of how much the light is visible on the screen rather than distance heuristics, also adjust CalculateSpotResolution and increase base value
Invalidate light cache when a light moves
Clean up, move everything into OpenXR class
Workout bones and attachments on first set model
Sidebar menu and links are now components
Some DOF shader optims - Work in progress
Some DOF optimisations including eliminating trig from pixel loop.
This is Work in Progress, could do more optims here.