249,476 Commits over 3,959 Days - 2.63cph!
clean up app page
Box view
-Metal Shield World Model and LODs
-Texture tweaks
Add UI_OVERLAY_LAYER
Add new layers to pipeline
DisplayInfo uses OrderAttribute
[InlineEditor] has a Label option
RenderComponents have RenderOptions, let you choose a layer to render on
The logic for marking ControlWidgets as readonly doesn't really work
ControlSheet observes [Order]
Fix MaterialOverride not removing
Fix UI overlay depth
split dpv dismount points into set of preferred lower positions that maintain a similar eye-level as when mounted and a higher level that is accessible from dismounting in shallow water
shuffled mountable/vehicle editor code around to get mount preview mannequins on mountables as well
rebuilt bone-arrays for server-side ragdolls to include DPV mount pose
remove prism, embed highlight
Basic filters
https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_CsbSssrrui.png
Tag prefix provider
Don't need prefix for autocomplete
https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_8lj3rVaSwA.png
Add some protection when opening CGameController, don't open from constructor, add static initializer for controller which can return null if something went wrong, also, don't use a fixed-size array for controllers, so we're not hard-capped at 4
Static initializer in CGameController instead of CInputSystem
If SetLEDColor failed somehow, managed LEDColor would be out of sync - but this is gonna get redone soon anyway..
Fixed missed wallpaper conditional models
Re-instate these long-obsolete methods for now because something is still using one of them :(
Moving rig and settings from proxy model to final model
bucket paint colors reflect bucket color
Blockout additions and tweaks
Ensure last update is sent properly when ownership changes (Fixes Facepunch/sbox-issues#6394)
Optim: avoid copying items on container clear
- Also consolidated it into one function.
Did an overview of existing code, didn't spot cases where we can try to modify the container as we're clearing it.
Tests: killed a bunch of animals, loaded up a wooden storage box then killed it
Added extra collider to properly cover head/eyes position
Applied the new conditional models to all grades and skins
Set the GameEditorSession as active when tabbing to game view in playmode, resolves Facepunch/sbox-issues#6393
bucket scale and jumper cables blockout
Optimized and tightened the outside checks
Reapply "Add ActionGraph.SourceLocation"
This reverts commit 69982f5ae0aa3b6b072be3bfd5e6e28862709913.
Working damages and spraycan reskins
IActionGraphCache.Add() takes in a Guid
hammer: Don't append to EditorReferences when gathering them, start again from scratch - helps clearing out old refs that a map might not rely on anymore
More settings tweaks
Proxy model skeleton hierarchy fixes
Add IActionGraphCache.Guids
Hammer pickup working on both sides, correct skin ID applied to each side, code cleanup
Update: Adding a couple tail recursion perf tests
- also comes with a vailidity unit test
Going to be used to do a write up for the weekly perf blog post
Tests: Ran these perf tests in editor and player, got kind-of expected results.
Button styles flicker fix
Fix performance regression if ModelRenderer changes tint often
Merge SpawnMargins -> world_update_2. Compound and Launch Site S2P to merge in my changes.
Draw vislog spheres as circles to reduce clutter
Add parameter to drive vislog time between saves to disk, have NPCs log their position and state