17,092 Commits over 1,308 Days - 0.54cph!
Added some extra logging and safety in reading inputs to try investigate sboxgames/issues#3886
vfx_vulkan: compile rtx shaders as lib_6_4 targeting vulkan 1.2 environment
Enable DirectXShaderCompiler validation for raytracing shaders
Shader defines for VFX_PROGRAM_RTX
IMaterialMode::GetRayTraceShader
vfx support RaytracingAccelerationStructure
Fix SamplerComparisonState not mapping to the right enum
Can create RENDER_RAYTRACING_SHADER
Setup "RayTrace" mode when the render hardware supports it
Add RootPanel.RenderManual, this gives more flexibility to where UI is rendered, to texture for example
Seal up ScenePanelObject
Ditch all previous water code, continue fresh from water-shadingmodel branch but without inline tracing for reflections
Fix NRE in ServerDll.UpdateServerDetails if playing locally, my bad
Pass gamemode version tag to ServerList so games can decide what to do with servers that are out of date
Add Vector2.Abs, to be consistent with Vector3
Rubikon: LoadUnaligned3SIMD_UnsafeRequiresMemoryPadding -> LoadUnaligned3SIMD in mesh CastRay
Add SoundStream.SampleRate
Removed missing models from avatar map
Start off SceneCustomObject with infinite bounds, users expect something to draw if they forget/don't need bounds
Add skeleton and attachment groups to model inspector https://files.facepunch.com/layla/1b2011b1/sbox_PHaGNadm2y.mp4
Add Model.AnimGraph getter
Display animations and parameters in model inspector https://files.facepunch.com/layla/1b1911b1/sbox_pEsjDw73df.mp4
Scifi Trooper Helmet
First version of the Scifi Trooper Helmet, completing the scifi trooper outfit. LODs and a skinning pass coming ASAP.
https://files.facepunch.com/daniel/1b1911b1/sbox-dev_LPeMNKpAxm.png
Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num )
rendersystemvulkan: backport VK_KHR_ray_tracing_pipeline features
vfx: add RTX shaders
GameMenu: load FileSystem.Data/OrganizationData immediately, not just server join
Remove reference type check from NetWrite.Write<T>( T[] ), we handle it in the call to NetWrite.Write<T>( T ) whilst handling strings and shit
Fix error in VROverlay dispose
Fix FGDCurve with ToType
Turn BaseStyles members into a table containing type, default value, and inheritance state, generate BaseStyles.Defaults
Auto-generate layout cascading based on inheritance state
Use BaseStyles.Default instead of hardcoding defaults
Similar to `css-defaults` branch but this does it better - so I'm
deleting that in favour of this.
Rather than hard-coding the default value every time we fetch it:
```cs
var value = Styles.BackgroundColor ?? Color.White;
```
We should be doing something like:
```cs
var value = Styles.BackgroundColor ?? Default.BackgroundColor;
```
Provide default values as fallbacks for style transitions, use LerpProperty inside BaseStyles.FromLerp
In FromLerp, check if the property we're trying to change is actually changing
Prevents us from stomping property changes when a transition is running
with `transition: all` if you have an animation running simulataneously
Move default styles into `DefaultStyles`, make everything readonly
VirtualScrollPanel uses DefaultStyles
Only use fallback inside Lerp functions if from/to are null
Move null checks into Lerp functions, remove logs
Tidy up, use same code path for lerps
Refer to default values in docstrings, inherited/cascading values lerp to their initial `from` values if `to` is unset
Merge fixes, Name -> TypeName
Refer to default values in docstrings, inherited/cascading values lerp to their initial `from` values if `to` is unset
Tidy up, use same code path for lerps
Only use fallback inside Lerp functions if from/to are null
Move null checks into Lerp functions, remove logs
Hammer: move particle drop target to C# support cloud particles too
Don't use partial package for map view drops, unreliable package type
Moved the rest of the assets to Asset Party
https://asset.party/facepunch/sboxassets
-This should be all the assets moved over now, I may have missed a few uploads
Minimal Template pawn use Cloud.Model Watermelon
FPArms: shadow-blocker mesh prototype (kept disabled for now)
Citizen/animgraph: bits of layout cleanup & rewrote some comment boxes
Animgraph: Default fov back to 60
Remove use of CancelWebAuthTicket in WebSocket.Connect, was crashing dedicated servers
Animgraph: Save and restore camera settings
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Animgraph: Enable settings button for scene widget to control lighting rigs etc
Animgraph: Hide gizmo and ground plane when locked onto bone. Default fov to 90 (max requested)
▇▌▉ ▊▇▋█▄▅ ▆▋█▄█▋▄ █▅ ▋█▍▍▆▊▇▇.▊▅▇▉▍<█>( ▄▊▇▍<▍> ) ▅▆▇ ▅▆█▅▊█▇▆.▄▌▍▅▄▇▉█▉▍▇▍▅▇▊▊▆▆█<▇>
Clamp panel scroll so you can't hyperscroll into oblivion
Add Editor.MapDoc.MapStaticOverlay
RenderAttributes.GetInt return type should be int not float
Hammer material drop target can do static overlays, rework so you don't need explicit tags on asset.party
Dragged static overlays use material mapping size
Fix crap overlay angles from normal
Don't let mousewheel up/down execute double clicks
Hammer: Add extended box gizmo handles as a saved option
https://files.facepunch.com/matt/1b1611b1/sbox-dev_aoNTlauVjt.png
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
▆▄▍▉▆▋ ▊██▄█▄▆ █▄▊▊▅▌▍▉█ ▆▌▇▊▊▅▋▇▋▋▉ ▍▉ ▌▅▋▄▍▊▉▌▅▆▍▆▅▅█▋▅█▌▆▋▋▄.▅▉▅▉▊▄, ▇▊▉▇▍ ▅▉ ▌▄▌▆▍▊▅▊ ███ ▍▇▊▊▆▊▊ ▋▅▄▊█▌ ▅▌ ▋▌▉▇▌▆▄▍
▋▋▆▇▌▌▅▍▆▊▊ ▆▉ ▍▇▄ ▅▉▋▉▇▆ ▅▉▆▄▋▉▉ ▉▇█▅ ▌▅▌▇▅▍ █▍▆ ▆▄ ▋▄▌▅▄▇▊ ( ▊▋▊▄▉▊▋/▄▋▄▊█▋▇▆ ▅▋▋█▋▄▊ ▇▊ ▅▍▄-▌▆▅▊█▅▍ ▊▋█▋▊▆▊▄▅▇ )
VirtualScrollPanel uses DefaultStyles
Subtract m_nMaxPlayers by m_nBotPlayers so servers show that they're full if they're occupied by bots + players
Turn BaseStyles members into a table containing type, default value, and inheritance state, generate BaseStyles.Defaults
Auto-generate layout cascading based on inheritance state
Use BaseStyles.Default instead of hardcoding defaults
Similar to `css-defaults` branch but this does it better - so I'm
deleting that in favour of this.
Rather than hard-coding the default value every time we fetch it:
```cs
var value = Styles.BackgroundColor ?? Color.White;
```
We should be doing something like:
```cs
var value = Styles.BackgroundColor ?? Default.BackgroundColor;
```
Provide default values as fallbacks for style transitions, use LerpProperty inside BaseStyles.FromLerp
In FromLerp, check if the property we're trying to change is actually changing
Prevents us from stomping property changes when a transition is running
with `transition: all` if you have an animation running simulataneously
Move default styles into `DefaultStyles`, make everything readonly
Editor: If "show start screen" is off, load last opened project automatically
Remove duplicate gamepad codes in common actions
Generate Style.Unset(), start using IsSet()
Animgraph: Add C# model picker instead of going through an ugly dialog and combo box https://files.facepunch.com/layla/1b1611b1/sbox-dev_YSPuTuq24x.mp4
Fix asset publish widget flashing when created
Add support for word-spacing css property