7,945 Commits over 3,745 Days - 0.09cph!
Allow merges in either direction
Trying to find isolated polys is buggy, just do them all together
Non-reflex angles can split
Keep layer width consistent
New polygon closing method
More consistent position sorting for sweeps
Another fix
Debugging
A bit more stable
Refactor, stability
ShaderGraph: Triplanar texture mapping nodes
ShaderGraph: Triplanar node tweaks
Another fix
More fixes, UVs for cut faces
Fixed rounded edges, dodgy clip fix
.addon to .sbproj
New mesh writer almost working
Formatting
Refactoring, skeleton of new 2D meshing strategy
Simplify handling expired tasks (#1157)
* Simplify checking expired tasks (#1143)
Allow any tasks defined in our DLLs to continue, but user code can't continue if it was from an expired context
* Allow persistent tasks in current menu package assembly (#1143)
* Move task persistence allowing / forbidding to GameMenuInstance
Move task persistence allowing / forbidding to GameMenuInstance
GameMenuInstance.PackageAssembly can be private
Add GameMenuInstance.PackageAssembly property
Allow persistent tasks in current menu package assembly (#1143)
Simplify checking expired tasks (#1143)
Allow any tasks defined in our DLLs to continue, but user code can't continue if it was from an expired context
Take into account styled edge radius when adding / subtracting
Limit how spikey a bevelled / rounded corner can be
Find which positive loop contains each negative loop
Identify positive vs negative edge loops
2D: Rewriting mesh gen to be edge loop based
Regenerate SDF meshes on resource change
2D: Get rid of inset bias for rounded / bevel edges
First pass at edge styles
Might need to rethink this, large edge radii cause problems
2D: smooth cut face normals across chunk boundaries
Don't emit SB3000 about const fields in generic types
Some initial work for 2D edge styles
Fixed FastPathTest.ResolveGeneric test
Simpler repro of #1027
Fixed #1027 in cases involving array types
Failing test reproducing #1027
Simpler repro of #1027
Fixed #1027 in cases involving array types
Failing test reproducing #1027
Fixed deleted SdfWorlds not deleting chunk SceneObjects (#12)
WIP allow creating SdfWorlds in the menu
Better exception handling during modify chunks (#8)
Fixed clearing race condition (#8)
Fix dropped modification warning on clear
Some thread safety on transform update
Got rid of some vestigial code
Clients request missing modifications, server sends heartbeat messages
Fixes #5
Fixed waiting for main thread between modifications, fixes #6
Some safety when clearing, #7 seems fixed
Add a generic Texture.GetPixels<T>() (#1117)
* Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
* Fix reading non-zero slice from 3D texture (#1118)
* CopyToStagingResource: only use 1 mip level / array slice in staging texture
* CopyToStagingResource: fix copy destination offset
* GetPixels: add dstSize parameter instead of dstStride
* Add Texture.GetPixels3D<T>()
* Texture.GetPixels( int mip ) now gets everything for array / volume textures
* Added Texture.GetPixel3D() to complement Texture.GetPixel()
* GetPixels: fix nativeDstRect size
* GetPixels: stride fixes
* GetPixels: reading from non-zero mip level fixes
GetPixels: reading from non-zero mip level fixes
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Fix reading non-zero slice from 3D texture (#1118)
CopyToStagingResource: only use 1 mip level / array slice in staging texture
CopyToStagingResource: fix copy destination offset
GetPixels: add dstSize parameter instead of dstStride
Add Texture.GetPixels3D<T>()
Texture.GetPixels( int mip ) now gets everything for array / volume textures
Added Texture.GetPixel3D() to complement Texture.GetPixel()
GetPixels: fix nativeDstRect size
GetPixels: stride fixes
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Fix reading non-zero slice from 3D texture (#1118)
CopyToStagingResource: only use 1 mip level / array slice in staging texture
CopyToStagingResource: fix copy destination offset
CopyToStagingResource: only use 1 mip level / array slice in staging texture
CopyToStagingResource: fix copy destination offset
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Fix reading non-zero slice from 3D texture (#1118)
Inject settings page to spawn menu on activate
Early out for BiasedSdf3D.SampleRangeAsync
Basic blob tool settings page
Use object-space normals for triplanar shaders
Reorder leaderboard modes (#3)
Default to global nearby (#3)
Keep track of whether leaderboard mode has ever changed (#3)
Make leaderboard mode button flash until first pressed (#3)