13 Days Ago
Added Object property to WrappedMethod<T> (Fixes Facepunch/sbox-issues#7497) Fixed Show Interpolation Debug not being able to be toggled in the UI. If a ConVar value is a boolean, use its integer form. Fixes Facepunch/sbox-issues#7503 ActionGraph: add warning frame for graphs that can't be saved Fix case where empty editor scene is opened Fixes Facepunch/sbox-issues#7026 Added Show Hitbox Debug option in Debugging Menu in the editor. debug_hitbox ConVar. Can debug hitboxes in the editor or in-game similar to Show Interpolation Debug. Fixes Facepunch/sbox-issues#7505 Update mouse capture position if we get new absolute pos while locked (eg when unfocused, tabbed) Keeps cursor position predictable/reliable, stops occasional out of date position being restored and yeeting my mouse across the screen Only SetCursorPosition while engine window's got mouse focus, prevents unwanted movement in editor Add bitmap loader for IES files, treat them as images Do InputRouter::OnWindowActive based on engine window (not app) focus, fixes click-to-focus going thru as an input and shooting or whatever IES should be using RgbaF16 to avoid banding Default WindowedLocalInstances preference to true Remove logic to migrate from old project cookie, editor layout locations Fix default layout raising cloud browser, do asset browser instead Invert Ladder climbing controls when looking down (just like half-life) Fixed previous Show Hitbox Debug displaying BBox hitboxes in the wrong place Standalone: projects that only have the VR control mode enabled should automatically launch in VR, otherwise default to using the `-vr` launch param Moved DirectoryMetadata from Project Cookies to Project Config folder. Metadata is only saved when changes are made instead of saving a bunch of default values that are identical. If folder metadata isn't found, check ProjectCookie for legacy data Make ResourceLibrary work for all Resources - meaning we can network resource references Revert sbox/commit/11b227aac0ff5e756beae0ced2410445b1270c70, it's causing hammer objects to duplicate for remote clients over the network Gpu decals point towards forward and not left 🤦 Fix Gpu Decals normals not transforming to world space New decal component - https://sbox.game/dev/doc/reference/components/decals/ Add missing shader include Build shaders Decal: Update transform when dirty too Fixes Facepunch/sbox-issues#7518 Add thumb to published workshop clothing Fixed issue with calling RPCs from within RPCs when using HostOnly / permissions and Caller not being set correctly. Fixes Facepunch/sbox-issues#7452 Make use of the return type of Scene.Load and return false if SceneLoadOptions has no valid scene set Calling Network.AssignOwnership with a null connection will pass empty guid instead of throwing NRE Standalone: Separate operations up into build steps & sort Standalone: ignore dxcompiler Shader Graph Functions (Sub-Graphs) (#1806) - Adds a new Asset type with `.shdrfunc` extension. - Shader Functions do not have the "Material" node as their final output node. Instead they have a "Result" node which has a variable amount of inputs defined by the user - You can change the preview type of a Function Output so the value can be previewed while working on it - Dragging a `.shdrfunc` file into a Shader Graph (or a subgraph) will create the subgraph node - When "Add To Node Library" is set to `true` on a Shader Function it will be added to the Right Click -> Create menu - Double Clicking on a Shader Function Node will open the Shader Function - GraphCompiler now keeps track of the current Subgraph stack when compiling the preview and the output code, fully supports subgraphs within subgraphs. - Constant nodes now have a "Preview" input when you're in a Shader Function - Can Right Click -> Create Custom Node with a bunch of nodes already selected to instantly create a Shader Function. Will automatically create all the input parameters and result outputs. - Texture Parameters/Attributes are fed the whole way up from each nested subgraph since you cannot define a default texture in the `.shader` file. - Subgraph Nodes are now colour-coded Green and Result nodes are now colour-coded Blue https://files.facepunch.com/CarsonKompon/2025/January/28_18-05-OddAsiantrumpetfish.mp4 Require DropOwnership() to clear owner instead, document exception Remove Parameter.GetDefaultValue() and grab the current value as the default value Fix Default Color Editor in Subgraph Node Properties Subgraph Node ColorEditors are now bound to the defaults properly Add [SkipHotload] to RcSortedQueue comparator Simple AssetPicker displays Cloud Assets in a separate tab by default (with the option to combine them like it used to be). Show Cloud Assets is set to true by default so you can set Cloud Assets for anything called from native (like material/modeldoc) https://files.facepunch.com/CarsonKompon/2025/February/05_16-10-CoarseTasmaniandevil.mp4 We aren't using m_pTransformBufferPrevData and probably won't need to with compute transforms, also remove m_hTransformTexture which has been deprecated for years Allow texture asset type to be dragged into texture image control Default texture generator to empty image file for null texture properties instead of showing vtex resource control Add "list_sound_handles" console command To help investigate Facepunch/sbox-issues#7450 Warn if the mixing thread is choking https://files.facepunch.com/ziks/2025-02-06/sbox-dev_0l4IVOqJgB.mp4 Facepunch/sbox-issues#7450 Example networking test for asserting certain message types Some safety around ResourceLibrary.Unregister Resources get unregistered in their finalizer, so this race condition could have happened: 1. Resources are loaded 2. Resource library gets cleared 3. Resources are loaded again 4. Old resources get GC'd, remove new resources from ResourceIndex Fix warning when using AssetSystem.CreateResource Remove TypeKey from EditorShortcuts and use Type instead of string as key. EditorShortcuts will now resolve shortcuts in parent classes. Resolves Facepunch/sbox-issues#7531 Remove some logs Standalone: we might need this DLL actually 🙈 Dispose SoundStream in VoiceComponent when finished. Facepunch/sbox-issues#7450 First person: move FireModeSelectAnim weightlists into prefabs Decals gradient uv scales off the proper axis (stops mipmapping way too soon) Delete unused (or should be unused) shaders * ui * ui_texture_on_model * visualize_cloth * visualize_nav * visualize_physics * blur * unlit (ui shader) Deleted unused non-compute gaussian blur shader Delete pre SM4/DX10 compatability code Don't try to disable these shader warnings Revert commit a6f4d1d0dcdda5da45be89b9ece67c21f18e9901 for now since that wasn't the correct solution Another potential VoiceComponent fix for Facepunch/sbox-issues#7450 Unused materials using those unused shaders ActionGraph: don't try to set { init; } properties Fixes Facepunch/sbox-issues#7533 ActionGraph: fixed not being able to save expression delegates Merge branch 'master' into spline-class