Add [ImageAssetPath]
fix SerializedCollection NRE
Fix MemberDescription.HasAttribute not finding base attributes
Convert TextureEditor to use Sequences
SequenceControlWidget has popup instead of doing it all horribly inline
Fix SerializedObject changes not propagating upwards
ResourceStringControlWidget cleanup
Use new Sequences json for amalgamated texture
Expose some sheet access on texture
Simplify amalgamatedtexture packing, less likely to infinite loop, loads from json
Add TextureFile sequence `IsLooping `
Can use particle SequenceTime easier
Remove parse_mks.cpp
Delete mks importers (everything should use our way now)
Use gizmos for physics debug draw lines for when I need it
Comment out early out in capsule vs hull deep penetration until I get the proper fix
Implement joint breaking, break callbacks called on post step, breaking a joint disables the component
Support joint breaking on prismatic, revolute, rigid, spherical
Add EditorUtility.OpenPropertySheet
https://files.facepunch.com/garry/c9f2b5cb-f6bb-4895-a401-346d1dbf939c.png
Set qt darkmode=2 so windows will follow system theme (I think)
Add ControlObjectWidget
Add [KeyProperty]
Add KeyProperty to TextureSequence.Source
ControlWidget will create an editor for unknown types (this will likely need locking down)
Assume test mode will want rendersystemempty
Right now our tests machine doesn't have a GPU attached, for d3d11 it's fine since this runs over D3D11 Warp renderer, but not on Vulkan.
Change this if we ever do graphics tests on CI.
Running locally our tests pass fine without it
Fix QPainter was null when calling setPen errors
CompileProgress tests (doesn't work)
Fix asset browser file type size
Fix NRE in GenericControlWidget
Add BaseLayout.AddLayout<T>
Add ControlSheet.AddProperty
SerializedCollection elements return attributes of parent
SoundFileCollection doesn't use PropertySheet
VR: Fix vulkan submit, submit depth texture to compositor
VR: Update overlays from the render thread, because SetOverlayTexture might touch vulkan queue
Forward InputData and VROverlay through to Sandbox.Game to preserve compatibility
VR: Minor VROverlay cleanup
VR: Fix VROverlay xml comment
Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out
Re-compile ui backdrop filter shader w/ SPIR-V block
VR: fix LOD rendering, remove bVr from CFrustum::ComputeScreenSize
Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side
https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4
Fix izQueryFaceDirections using the max instead of the min distance for face separation
Fix HitPosition for Trace.Sphere https://files.facepunch.com/layla/1b2511b1/sbox-dev_CvSjg1QMpX.mp4
This should probably just be the radius of the input shape, not both
Add Skybox support to Render Tags - good for View Model Camera where we don't wanna render the skybox, or usually anything but things with a viewmodel tag
Do the same for 2D skybox
Merge branch 'master' into nt-container