1 Year Ago
Aggressively clip water reflections to prepare for SSR This leafiest asset stuff isn't used anymore When registering custom asset type assets, register the compiled version too - which stops it thinking they're not compiled If imported GameResource isn't compiled then compile it Fixed passing in wrong name to RegisterResourceReference (might not be a bug but it looks like one) Don't group identical console messages with different loggers Failing test for lambdas declared in non-swapped generic methods But with swapped type parameters Fixed test in 8a2bb255285d1e47c1314b70cd47f5ef92a2b21d Log error when encountering unhandled generated types This is faster without the parallel Add benchmark project Induce a tools hotload swap after game hotload - for the sakes of consistency This was happening anyway, just at a random point Make matt's amsi patch default (-amsi to disable) vacuum => vacuum cleaner Added ISet/HashSet property editor Clean up visuals of Dictionary property editor Rubikon: capsule vs hull/mesh improvements from Dirk Cleanup coreclr patch a bit Strip xbox code from filesystem Strip all this whitelist bullshit from basefilesystem Fix strong handle leak in Model.Get( IModel ) - you could get ref counts on a model resource over a million from 5 minutes of gameplay Fix strong handle leak on Material.Get( IMaterial ), ParticleSystem.Get( HParticleSystemDefinition ), AnimationGraph.Get( HAnimationGraph ) Model.Loaded uses WeakReference to not keep models that have no references loaded New Outfit Piece! - Flat Shoes Simple nice flat shoes - https://files.facepunch.com/daniel/1b1411b1/sbox-dev_I8fdIZ9f6K.jpg Adjustments + Reskins coming asap. Sorted out some XML documentation warnings UI2: Fixed length parse fail for ending parenthesis, fixes "lighten/darken(#fff, 20%)" Added more ColorParse tests, darken without spaces, and darken( mix ) Balaclava Morphs added Police Hat LODs Game keeps recompiling these surface_c files on my end Added RangedFloat editor that respects MinMaxAttribute FloatSliderProperty.HighlightColor now has an effect on the slider Improve DecibelsSlider behavior with tiny sizes Failing async method test Better support for parsing generated names with generic parameter count Hotload generated name refactor, fixing async state machine types Fixed VarClass sometimes getting stuck rebuilding every frame NeedsRebuild was getting set to true during the rebuild, so it'd keep doing it every tick "What's all this, then?" Merge branch 'master' of sbox UI2: Fixed bug introduced by my length parse fix, where border-image style would fail Add SetBorderImage test so that can't fall through the cracks again Make a copy of an Entity's components before clearing them out, fixes collection modified error from deleting a component from within another component. New Hair! - Goatee New Goatee including morphs - LODs coming soon https://files.facepunch.com/daniel/1b1511b1/sbox-dev_9jZfUNzaCg.jpg Pass depth buffer to translucent pass for glass Add Tex2DMaxMSAA Fix ghosting on glass when something is in-front of blurred glass Roll back support for SpawnMotionDisabled prop data Delete SpawnMotionDisabled altogether, prop data should never be deciding this Fixed uploading runtime addons not working Don't destroy model strong handle on reload for now Better fix for model reloads Failing test involving resolving method with namespaceless parameter Fixed resolving methods with namespaceless parameter types Use namespace alias operator in hotload tests Goatee small adjustments + colour variations Added Prop SetStatic input Hammer: Asset Spray tool colors https://files.facepunch.com/rubat/1b1511b1/sbox-dev_DJuBUU3yWI.mp4 updates props - disabled baking light on some models in prefabs - tweaked lods - fixed normal on some textures - added missing dirt/gloss on dead end texture - tweakes glow on some light textures Editor: Fixed not being able to upload maps to asset.party Merge branch 'master' into rubat-pain-day-3