19,199 Commits over 3,898 Days - 0.21cph!
Character Controller test
Avoid some errors when closing
Load WorldRendererMgr in unit tests
For backwards compatibility, when loading a vpk look in the maps/ folder too
Allow map loading during tests
Remove warnings
PackageManagement test cleanup, make a bit more resiliant
Fix project templates (oops)
Remove unused from filesystem
IWorldReference doesn't need to be ref counted
Unmount vpk on map unload properly
Call ServiceWorldRequests to finish destroying map instance, create HammerSession
Remove old templates
Map template
Asset browser state is saved per project
Fix Map Instance selector not replacing .vmap with .vpk
Remove unused worldrendermgr stuff
Better VPK loading, find physworld etc properly
Should fix uploded videos having no audio
Allow dedicated sever to load maps
Update steam libs
Lets store the appid in one place, so it's easier to change for standalone exports
Init SteamGameServer for dedicated server when starting a game
Revert "Add json type converter safely through TypeLibrary"
This reverts commit 620f60624d3f32ac8686a2add19159a0b42fa25f.
Add "game" concommand, to load a game
Add a bunch of Application.IsHeadless
Startup help
Fix warning
Dedicated server starts up properly
Add terrain to cubemap fog scene
Remove ProjectConfig.Tags
Add Package.UpdateValue( key, val )
Add debounce to Package.UpdateValue
Add SerializedProperty.Create()
Can edit some asset properties inline
find has assettype: filter
Fix user tags not working !
Add search index fields for package types
Update package index after successful video process
Package.Type.Gamemode becomes Package.Type.Game
Can publish any asset, scene + prefab previewers
Published assets can optionally include source files
Remove game category facet
Asset package type
Add algorithmVersion to vtex crc if GGXCubeMapBlur
Increment sky shader version, forces material rebuild, which forces a texture rebuild
Update fog.cubemap.scene
Update cubemap.dynamic.scene
Fix exception
Weapon lab
Weapon lab updates
Create muzzle.prefab
Create ParticleLineRenderer.cs
DynamicSceneObject can take vertex span instead of one at a time
Process particles in a GameSystem, all at the same time, to benefit from multithreading
Fix Component being decorated with IUpdateSubscriber, IFixedUpdateSubscriber (making it useless)
Don't do MakeNameUnique() if we have > 100 siblings, don't always create a hashset
Lets cache TypeLibrary.GetTypes( t ) - and invalidate when things change - this significantly improves TypeLibrary performance
Completely remove the locking from Performance.Scope
Benchmark fullscreen is borderless
Optimize performance scope to not lock, not create
Use custom implementation of .HasFlag for mostly unnessecary optimization ( .Contains() )
Micro optimization, use RenderAttributes.SetComboEnum<T> instead of SetCombo (avoid boxing)
Avoid creating a Func when getting friend state
avoid creating an array when iterating CircularBuffer
Fix player count in GameLobbyGroup
Fix warnings
This stops the creation of boxed steamids, somehow
Scene.RunTrace optimization (test)
Add Diagnostics.Allocations
Temporary allocations dock
Send allocation info with benchmarks
Allow running individual benchmarks, change camera position loop
Cubes test
particle collision scene
Force render settings for benchmark
Actually save the project list when adding a project to it
Add OnParticleDestroy, OnParticleCreate properties for actiongraph
https://files.facepunch.com/garry/6ee12c48-30bf-40f9-a246-301d48cd61a2.mp4
Don't think ControlWidget if it's not visible
Add Style.HasBorder
ComponentEditorWidget default size mode
Margin.GetEdges optimizationj
Add Paint.SetFont, Paint.Rect (from Styles)
Add EditorUtility.Projects.ResolveCompiler( assembly )
TabWidget has a no text mode, icons only
Add experimental StyleWidget
Add custom inspector for Particle Effect
Fix RSS news blogs
Fix rating button selection
Moved asset.party to sbox.game