Add Client.IsFriend
Fix compiler not finding runtime game dll when compiling runtime addon
Can get TypeDescription by fullname (namespace.typename)
Runtime addons can define their primary class
Fixed codegen removing all namespaces in generated files
This is primarily for property initializers
Properly fix codegen removing all namespaces
Load System.Security.Cryptography.Algorithms.dll, System.Security.Cryptography.Primitives.dll - and whitelist System.Security.Cryptography
System.Net.WebSockets for tool addons
Greatly increase depth precision for world, fix decals in VR, don't do viewmodel offsetting at all on VR
Fix Undefined Behaviour In Tiled Rendering
vr: make debugoverlay work on right-eye again, don't constantly change render target to swapchain
vr: debugoverlay behaves properly for multiview instancing now too
Outfit Reskins Variations + LODs
Update shaders with adjustments for tiled rendering
projected decal shader: adjust the instance id under multiview instancing so it actually appears in the right eye - decal space position still seems off though
Release shader for projected decals
Get rid of anaglyph and parallel stereo rendering modes
r_stereo_multiview_instancing: default 1, same as VR
Add Debug menu options for stereo rendering to the editor ( easy way to see if your game renders properly in VR )
Local packages untangled from remote packages
Local packages now end in #local and are completely separate from remote packages. This means you don't have to disable your game project to test the published version. It also means your launch configs are now broken. To fix just go in the config for each one and set them back up.
I've updated the Game list page to razor so we could have the local game tab.
Don't bother with multiview instancing unless we explicitely want it, previous behaviour was to always ignore it even when we wanted it, fixes decals and other stuff in VR
Fix r_stereo_multiview_instancing affecting non stereo rendering
projected decals: small compile fix for shader
Clothing Texture Variations + Makeup
Merge branch 'master' of sbox
release shaders for projected decals - should fully behave in VR now
Update sentry-native 0.5.2, add Crashpad WER handler which bypasses SEH to handle __fastfail and stack buffer overrun crashes
vr: particle renderer don't initialize 4x vbos for instancing, only need 2x
vr: fix cables renderer adjusting the transform id the wrong way, cables will render in right eye again
Launcher: first draft for selecting addons for game configurations https://files.facepunch.com/devultj/1b1611b1/sbox_pbcF7SRE4R.mp4
Less debug spam
Switch to new find/get api endpoints
Don't use localhost api - I knew I was gonna do this eventually
Unfuck VR culling frustum which was causing scene objects to get rejected thinking they were only visible on 0.1% of the screen
vr: don't transform hand's angular velocity to anchored pose, it's not something you want or expect to be affected by it
Fix Panel.OnParametersSet getting called twice
Hammer: Try to guess static overlay projection distance from scaling
more crash fix for when m_pInterpolatedBoneTransformWeights is nullptr, missed checking the src
vr: controller poses scale properly with VR.Scale now, so your hands are where you expect them
Add GetName & Count to MorphCollection
Extra info for ModelEntity.SetMaterialOverride overlaods
Fix incorrect blending on spritecard, makes render scene test pass
Fix tags not going to the datatable on client only entities, stopping collisions and traces working properly
adjusted bird_spikes size to be grid size+ LOD tweak
tweaked bird_spikes LOD2
tweak ad board to have the glass on the grid and reduce z-fight on LODs
Sprite card compiled shader with fixes
https://i.imgur.com/B1O3Eqc.png
Revert "Sprite card compiled shader with fixes"
This reverts commit ed5cfdcc2bd94d525dc48e55373bad7f0889747f.
Fix typo on spritecard
We only need to rebuild the panel's box if yoga or our parent position changed
Add checker for HasNewLayout
Don't try to cache null packages
Fix transitions causing recursive selector checks
Speed up HasClasses
Refactor Panel system so PreLayout only recurses when it really really needs to
Only call FinalLayout if we need to
https://files.facepunch.com/garry/8df37b66-e43c-4c46-9123-022f6888b7e7.png
Fix backwards compatibility
Fix exception with "say" on dedicated servers
vr: controllers linear velocity affected by VR.Scale too
RenderHook works in VR as you'd expect without needing to do anything, passing the multiview instancing combo as expected ( doesn't fuck up through monitors either too )
Viewmodels can multiview instance, not really useful but less annoying in debug
Merge branch 'master' into custom-client-input