191,954 Commits over 3,259 Days - 2.45cph!
Neutral setup for guncam UI
Super minor bounce & screen brightness tweak.
Remaining widgets for AH gunner's screen
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Add a mission objective script which requires the player to press a button
Hide Sandbox.Internal.Tests.CmdTest & AssetList event handlers (again & properly))
API Ref: Make method implementations count as documented
API ref: Handle protected internal and private protected
Updated silo prefabs and meshes
Added LODs to a few silo pieces
Simplify gmod_tool concommand code
Call TOOL:ReleaseGhostEntity on holster even when TOOL:Holster doesn't
Fixed some issues with large textures
Fixed textures of size
32768 trying to allocate way too much memory
Disallow loading of textures above 64k on any side (with a warning)
Added more info to "CFontTextureRegen: Failed to allocate X bytes" warning (and should also be less crash prone when it happens)
Simplify gmod_tool code
Call TOOL:ReleaseGhostEntity on holster even when TOOL:Holster doesn't
TGA loading: do not try to read data if overflowed
Simply displays better warning, it wasn't actually reading any data
Use [Model] for weapon pickups
Added RPG pose and HoldTypePose to WeaponData
Use NativeRenderingWidget
Guncam progress & related files.
Update citizen_sfm.vmdl_c
Citizen/animgraph: added second pose to RPG holdtype. Blending between pose 1 and pose 2 changes the distance of the left hand grip
Make node editor graph an interface
Add shader graph game resource
Keep node position up to date with node ui
Hook up shader graph saving
Don't open save dialog if we have an asset to save to
Hook up shader graph open
put graph nodes in dictionary, can't save nodes to game resources yet anyway so fuck it
Add compiler ref System.Memory for tool addons
Add simple asset type for shader graph
Don't use game resource for shader graph, serialize json from graph asset instead
Deserialize graph
Add preview dock
Add skybox and cubemap to preview
Add background to graph view
Delete selected nodes on delete key
Remove connections of deleted nodes
Delete selected connections too
Fix ui hotload
Undo redo system
Add undo redo shortcuts
Move node undo op
Grid snap newly created nodes
Undo ops for create/drop/change connection
Don't perform undo redo if there's a pending redo
Status text for undo redo options
Title graph view to asset name
Write graph file before registering it
Don't open graph that is already open
Clear undo stack on new or open graph
Mark session as dirty when an undo op is pushed so title can be changed to show as edited
Menu bar shortcuts
Dirty session when performing undo or redo
Allow input and output attributes to decide handle config type, property type is rarely going to be handle type
Don't allow output connections to input of self
Remove existing input connections, inputs can only have 1 connection
Set node connection property when creating connection
Rebuild graph connections from serialized node connections
Reset input connection on remove
Only set input property if it's node connection type
Use node connection type for all node inputs
Clear preview and drop target when rebuilding graph
Clear connections on graph rebuild
Don't serialize node properties that don't have setters
First attempt at codegen from graph
Time, cosine, multiply nodes
Add toolbar to preview
Add more toolbar options for main window
Add properties dock to edit properties of nodes
Hide node properties we dont want to see
Add color node
Dirty session when property values change
Hook up preview primitive types
Open asset picker for preview model
Don't reconstruct new graph object on undo, just clear nodes and deserialize
Save and load does full serialization, not just nodes, we may have settings we want to save
Save preview model
Rename NodeConnection to NodeInput and make it IValid
Target graph properties when no node is selected
Base class unary node because it's gonna be the same shit for each
Abs node
Add node types automatically
Show compile errors in output
Copy error to clipboard
Add menu option to focus node with error
Selecting error selects node
Center on selected error node
Use orbit cam for preview, makes more sense
Open context menu after dragging an unconnected wire
Some cleanup
Use default a and b values for binary nodes when input isn't valid
Cut down on file reading in CreateFromVfxFile so eventually it can be created from memory
Rename vfx create functions to make more sense
Write generated shader to temp dir
Don't generate code if graph compiler has errors
Run shader compiler process for generated shader
Write generated shader to bullshit placeholder resource for now
Make color node use color property
Make color node use color property
Add lerp node
Add lerp node
Don't serialize NodeInput.IsValid
Log program type when spewing shader stats so I can see what's what
Remove all dynamic shader compiling code, we don't use it and it's over complicating everything
Remove all dynamic shader compiling code, we don't use it and it's over complicating everything
CVfx cleanup
Hacky dynamic shader compile test
Start vfxc process to compile single shader we need to update preview, output bytecode to temp dir
Replace render shader from bytecode
Change preview material while shader is compiling
Only recompile shader if generated code has changed
Remove shader compile dll loading from material system again, no longer needed
Add -fast cmd line option to vfxc to disable optimizations
Add recent files to file menu
Recompile shader after compile has finished if we're pending a compile so preview is always up to date
Write generated shader next to shader graph on save until we can safely generate shader resource from temp dir
Add compile timings
Don't read and mask shader file twice in vfxc
Don't include material inputs in shader template
Don't include material inputs in shader template
Remake dev sphere
Clear cached generated code on new or open
Only add existing files that exist
Add saved file to recent files
Only write generated shader to tempdir before invoking compile so we don't stomp on it while compiling
Remove hlsl output
tolower all recent file paths
Draw spinning circle to show when preview shader is compiling
Texture node
Generate code for textures
Cleanup template shader and material used in shader editor
Set toolView attribute so depth prepass gets disabled (wireframe doesn't render correctly with depth prepass enabled)
Optional texcoords on texture node
Add Vector2 node
Add console tab for convenience
Add sampler properties to texture node
Serialize other properties of graph, handle node serialization separately
Reset properties target when there's a new graph
Fill out shader description from graph
Add texcoord node
Display g_flTime in properties
Some more unary nodes
Add dock restoring
Use a more detailed cubemap and skybox
Serialize compiled shader info to temp dir
Recreate static combo data from serialized compiled shader info
Plug texture filter into generated code to test preview updating
Ask vfxc to output compiled shader info instead of bytecode
Create connection to new node when created through drag + context menu
Add undo history ui
Don't apply same undo level
Add filter edit to node context menu and sort into category submenus
Give nodes better categories
Sort by category
Prompt user to save when trying to create new or opening new graph while current graph has unsaved changes
Prompt save when opening from recent files also
Fix net write writing 0 for null entities, -1 is null, 0 is world entity
Particle networking writes entity directly, null entity should be networked properly now
Move particle creation and set particle control to managed global rpc
Particle destroy rpc
Implement rpc for every particle function
Remove particle protobufs
Remove prediction logs
Unit tests for project templates (#784)
* Fixes compile errors in our extension & tool templates
* Updates Sandbox.Test csproj to copy over templates and base code needed for compiling games
* Added unit tests that fail if game/tool/extension templates do not compile
Removed a few large but unused shaders from always included list
Delete old gmod site and replace with a copy of the rust one
Scene/UI progress & related files
Entity prefabs - orgs/sboxgame/discussions/2857
Add Inspector with an Open In Editor button to avoid confusion
Various animation source updates
Take Prefab and PrefabGuid from IComponent
Hide Entity.Prefab, PrefabRoot, PrefabGuid
Rename `EntityPrefab` to `Prefab`
Make new Entity.CreateByName with constructor internal
Fix "prefab" to "entity"
change `[Prefab.Class]` to `[Prefab]`
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
trolley
-revised 'canal' skin for trolley
-fixed missing skin on body and flap gib
Merge branch 'master' of sbox
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Update HUD to show failed objectives
Automatically mark missions dirty when completing or failing an objective
Component type popup selector
Fix TreeView invalidation
Remove debug text
Fix clothing icon preview
residential buildings prefab include glue meshes
road prefabs - some more overgrowth dressing
glue for cemetery fence
tweaked decals opacity
fixed offset on town square collider
Post process when compiling, register dependant resources
Reproject position correctly on 2 pass denoiser