874 Commits over 519 Days - 0.07cph!
Don't hard-code these paths, do all setup inside StandaloneAppSystem
Standalone wizard shows basic ETA
Better ETA
Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content)
Include gamecontrollerdb.txt in standalone build
We should be able to get away with not copying these manually, asset system should handle it
We need a few files from core, though
Clean up, slightly improved wizard
Fix paths, temporarily copy sbproj
Load from manifest, un-hardcode paths
Initial standalone build wizard
Standalone player exe
Export into `data\`
Copy all the stuff we want from core, base, citizen, bin
Application.IsStandalone, don't try to load menu project if standalone
Fix crash when drag-dropping .sbproj into launcher
Update stereo-related camera properties explicitly, rather than bundling in with UpdateSceneCamera
Editor scene camera ignores VR settings, only blit for stereo cameras - prevents weird ghostly stereo blit
Don't stop shadow animations/transitions when building final style
sbox-issues/issues/5122, sbox-issues/issues/4679
Clean up UI lerp functions
Update haptics per-controller
Scoped haptics support
Docs, cleanup
Apply LengthScale
Squash history, update for SDL
AnimationIterationCount uses float infinity instead of -1 for "infinite"
Fixes sbox-issues/issues/5306
Add index setter to SegmentedControl
Fixes sbox-issues/issues/5300
Refresh editor title on project update
Give primary buttons more feedback on click
Project settings window updates title etc. correctly when project is modified
sbox-issues/issues/4862
Fix texture filtering inside ui_cssbox.shader
Fix filtering in other UI shaders too
If door is cracked open, pressing E will open it all the way
CSS box shader - D_BORDER_IMAGE combo should be range 0..2
Fixes sbox-issues/issues/4874
SCSS: Don't apply animation styles before/after if fill mode is none
sbox-issues/issues/5273
SCSS: Implement rem and em
https://files.facepunch.com/alexguthrie/1b2611b1/sbox-dev_f5t9eFrLSk.png
Initial physics doors
Natural swinging for doors
Clean up, E to push open
3 door states - open, opening, closed
Closed: won't budge
Opening: automatically opens to 33% of max angle over time
Open: fully movable by player
Take starting rotation into account
Adjustable weight, peek fraction
Parse commandline properly to prevent projects with `-test` in the name breaking
sbox-issues/issues/5208
Test for multiple keyframe percentages (sbox-issues/issues/5168)
Support multiple keyframe percentages
e.g.
```scss
@keyframes tilt {
0%, 10% {
transform: rotate(0deg) scale(1);
transform-origin: center;
}
}
```
sbox-issues/issues/5168
Vector2Int, Vector3Int
sbox-issues/issues/4995
Pathing fixes
Temp fix for shitty rotation smoothing, need to look at this
Simpler NPC walk logic
Walk along path
Demo path example
Shared pathing code
Scene update
Initial patrol state, editor
Need to do a proper rewrite of the actor movement stuff before this
works properly though. We should be sharing a lot of code here rather
than re-writing the same thing across multiple states, and ideally we
should be able to queue up positions to move to.
https://files.facepunch.com/alexguthrie/1b1311b1/sbox-dev_AEtQOhETj3.png
Initial
Improve API, add targets (left/right motor, left/right trigger)
Motor frequency emulation
Remove unused
PWM fixes
Better & simpler motor control
Impulse trigger preview
Haptic editor - Play -> Preview
Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled
Remove stuff that we're not using now
More patterns (though defining these in code feels silly)
Apply scales, clean up
More patterns
Stomp active patterns when using raw access API
Docs, allow length scaling
More patterns
Stomp active patterns when using raw access API
Docs, allow length scaling
Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled
Remove stuff that we're not using now
More patterns (though defining these in code feels silly)
Apply scales, clean up
Better & simpler motor control
Impulse trigger preview
Haptic editor - Play -> Preview
Motor frequency emulation
Remove unused
PWM fixes
Initial
Improve API, add targets (left/right motor, left/right trigger)
Fix build (we don't support "display: inline", not sure if this was done on purpose?)
Improved style parser errors (sbox-issues/issues/4541)
https://files.facepunch.com/alexguthrie/1b2911b1/sbox-dev_vMdiBVFnHU.png
Don't clear all attributes when popping a layer
Preserve everything (so we keep scissor attributes etc)
Fixes sbox-issues/issues/4971.
Correct text-decoration thickness default value
programmer art car
new camera
Separate car rear/front wheel grip tuning
Update dev scene
Clear dirty framebuffer region when popping a UI layer
sbox/issues/1461
Add RenderAttributes.GetMatrix
Save off and restore clipping values before/after drawing box shadows
Should fix sbox/issues/1453
Remove log
Add support for CSS `font-smooth`
https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png
Implement calc for CSS, make it so that dynamic units (vw/vh/expressions/etc.) all update correctly
https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_ADiqfZ9hI2.png
For sbox/issues/421, sbox-issues/issues/4753, sbox-issues/issues/723
Stomp cursor delta if we're locking to canvas in scene view, should hopefully prevent camera going wild when wrapping?
Add support for editor pixmap cursors from managed, use it for custom eye cursor inside scene view
Add margin to LockCursorToCanvas, clean up
Tidy up AfterUI render stage and use that for after-UI post-processing effects, rename to `AddHookAfterUI`
Add `CameraComponent.AddHookAfterOverlay`, supports running post-processing effects after UI is drawn
Show mouse cursors inside scene view, wrap them to canvas rather than locking to center, panning follows same direction as other engines
If you preferred the previous panning behaviour there's an option for inverting it
https://files.facepunch.com/alexguthrie/1b3111b1/sbox_MUEzCxyWs7.mp4
Scene view orbit camera: account for mouse X axis, add invert options to editor preferences
sbox-issues/issues/4663
DoF doesn't need to grab depth buffer, we can use the depth prepass (thanks Matt)
Don't need to grab depth for any other post processing effects either (because they don't use them)
Compile shaders
Undo changes to Graphics.GrabDepthTexture to avoid problems
Correctly resolve textures fetched from Graphics.GrabDepthTexture
DOF uses DepthBuffer texture again + clean up a bit
Update DOF post-processing to use new Depth::GetNormalized() instead of accessing non-existent texture
Update editor play button when using F5 hotkey
sbox-issues/issues/4529
Add button to open code editor if we fail to load a project
test wheel collider component
Suspension correctly uses wheel velocity rather than car velocity
Suspension adjustments
Don't apply tire smoke in air
Give orbit camera a height property