4,155 Commits over 1,157 Days - 0.15cph!
Stash PoC code for reference (temp)
Test mount/unmount VPK methods
Remove file extension when passing to Mount/UnmountVPK
Use ChangeExtension instead as apparently this preserves the path...
Fix IsVPKMounted check not working
Add Gradient type, editor, tests
https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
Don't hit gizmo hitbox if too close
FloatControlWidget observes [Range] attributes, creates a slider
https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
Add SceneModel.AnimationGraph
New Outfit Piece! - Chef's Skull Cap
https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg
LODs coming ASAP
Fix leaked resources when CSwapChainDx11 is resized
Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png
After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png
CSwapChainVulkan also flushes scratch rendertargets on resize
Add PhysicsBody.AddShape() which takes a Hull and transforms it
Fixed check for if this is first time assembly is enrolled
Call TriggerRegisterEvent before OnHotloadSuccess
This makes sure that TypeLibrary knows about the new assembly before
things like EntityManager.OnHotloaded() get called.
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture
Hammer uses same shadow atlas as everything else
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
Clean release build at 1am every day
Fix bloom being enabled by default
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
artifact game log files when running test
Write s&box.sln in unit test proper
See if we can convince it to compile editor addons during test
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
Plumb in a fix for EntityPrefabEditor entity selection
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
Fill out SceneParticles
Chef outfit LODs
Hair-net White variation
Add NavigationPath.GetPositionAlongPath
Add Gizmo.Draw.SolidTriangles
Remove all the Msg'ing when generating a navmesh
Merge branch 'master' into map-build-fix
Codegen Attributes (#1299)
* Initial tests for static call wrap
* Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead
* Support CodeGenType.Instance with CodeGenType.WrapCall
* Added first version of WrapSet/WrapGet
* Unit test stubs
* Don't pass value for get accessor..
* Cast to original return type in get accessor when wrapping
* Tests build
* Let CodeGenType.WrapCall proxies return their own values. They can simple do "return resume();" if they wanna keep intended behavior, so we can also wrap methods that don't just return void
* Fixed a bug with static set/get wrap codegen not passing correct method name. Now support also adding [CodeGen] attributes directly to a method or property bypassing an attribute alias, these don't require setting the Instance/Static flags.
* Use nameof where possible
* Fixed tests for WrapSet/WrapGet
* Improve documentation
* Improve docs for CodeGenAttribute
* More documentation
* Fixed logic in WrapSet
* Added method validation. Compiler will let you know what methods you're missing when using CodeGen and what types, return types etc they need
* Add some extra tests
* Only allow CodeGen on custom attributes. Tidy up. CallbackName for CodeGenType.Static is the actual fully qualified name of static method to call
* Auto generate backing fields for properties. Pass current value in WrapGet callbacks. Set backing field before calling WrapSet callbacks. Update method validation error prints appropriately
* Fixed ValidatePropertyCallback
* Can now propertly wrap setters/getters. Setter callback passes Action<T> you can call to run default behavior
* Fix error if value statement empty
* Update tests
* Fix TestWrapSet
* Run WrapSet and WrapGet if both are specified. When passing to static callback always pass propertyName or methodName as fully qualified name.
* Support type argument for return type and Func param
* Nicer error when can't find type to invoke on for passed callback name
* CodeGeneratorFlags/CodeGeneratorAttribute renaming
* Update tests
* WrapPropertySet, WrapPropertyGet, WrapMethod
* Fix tests + fix issues with props that only have set; or get;
* No need to wrap getValue() body in {} as already have them
* Use SemanticModel.LookupSymbols to find and validate methods taking inheritance into account
* Remove leftover test code
Remove leftover test code
Fix tests + fix issues with props that only have set; or get;
No need to wrap getValue() body in {} as already have them
Use SemanticModel.LookupSymbols to find and validate methods taking inheritance into account
WrapPropertySet, WrapPropertyGet, WrapMethod
Run WrapSet and WrapGet if both are specified. When passing to static callback always pass propertyName or methodName as fully qualified name.
Support type argument for return type and Func param
Nicer error when can't find type to invoke on for passed callback name
CodeGeneratorFlags/CodeGeneratorAttribute renaming
Can now propertly wrap setters/getters. Setter callback passes Action<T> you can call to run default behavior
Fix error if value statement empty
Update tests
Auto generate backing fields for properties. Pass current value in WrapGet callbacks. Set backing field before calling WrapSet callbacks. Update method validation error prints appropriately
Fixed ValidatePropertyCallback
Only allow CodeGen on custom attributes. Tidy up. CallbackName for CodeGenType.Static is the actual fully qualified name of static method to call
Fixed logic in WrapSet
Added method validation. Compiler will let you know what methods you're missing when using CodeGen and what types, return types etc they need
Improve docs for CodeGenAttribute
Fixed a bug with static set/get wrap codegen not passing correct method name. Now support also adding [CodeGen] attributes directly to a method or property bypassing an attribute alias, these don't require setting the Instance/Static flags.
Use nameof where possible
Fixed tests for WrapSet/WrapGet
Let CodeGenType.WrapCall proxies return their own values. They can simple do "return resume();" if they wanna keep intended behavior, so we can also wrap methods that don't just return void
Added first version of WrapSet/WrapGet
Unit test stubs
Don't pass value for get accessor..
Cast to original return type in get accessor when wrapping
Support CodeGenType.Instance with CodeGenType.WrapCall
Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead
Initial tests for static call wrap
Fixed heavy walking sounds
Just position crosshair at screen center instead of funny business
Fix deployable hud labels having bg. Fixed claymore mine laser
Reload indicator with help from css guru @xezno
Typo
Add return button, when in-game use neutral colors because cant access actual team yet
Fixed create game modal not using game filter
Create a menu scene panel and add hovering player
Tweak rotation on the menu - trail particles a bit odd
Tweak menu style a bit for now
Remove ActivePage and just use FrontPage, update it
Loading panel style tweaks
Backdrop filter
Remove settings in-game + set random seed so team color is different
Use different seed
Oops need to add menu resources
Add Game.InGame for buildhash so updates immediately
Don't use ReadByteArrayFromStream (it's gone), comment out RenderToTexture for now
Interpolate post processing effects. Add PP for stealth
Lower grav on sticky proj
Play sound when picking up ammo and increase fade distance
Added Suicide (hold) button for switching class mid-life. Can do this once every 30 seconds. Fixes #66
Upgrade Hud clarity changes
Add test menu. Increase max sp[eed of all loadouts. Add special destroyer explosion sound. All bouncing projectiles use bounce sounds,. Remove melee functionality for now.
Light Turrets don't require power (engineer buff). Fixed Damage vs Heavy upgrade not actually working. Fixes #65
Use Frustum instead to ensure created
Increased dB scale of explosion sound (replace this sound later it sucks.) Boomer inherits velocity more. Barage, Cluster and Boomer all have increased projectile speeds. Fixes #67
Change ammo icon pulse speed and HUD offset
Add test generator destroyed sound
Remove test sound
Actually throw the flag instead of dropping it and use view angles. Fixes #76
Engineer generator repair rate is 5x faster. Fixes #72
Generator auto-repair timer reduced by half. Fixes #71
Added ammo pickup system. When players die they drop a percentage of the weapons ammo as a pickup.
Fix Vector3.ToScreen not working as it did before and breaking lots of stuff. Implement backwards compatibility and evaluate if this is the right solution later.
When showing generator under attack use infinity for MinMaxDistanceAlpha
When a generator is attacked, periodically show that team a notification and update its UI icon to pulse and change icon. Fixes #73
Allow local packages in game menu if we are not ourself a remote package. Fixes sboxgame/issues#3614
Update obsolete event attributes
Update obsolete event attributes