17,126 Commits over 1,308 Days - 0.55cph!
ShaderGraph: Add render option for rendering backfaces (preview only)
Remove simple_keys - unsued
Another baseplayer cleanup
Move channelrenderer into resourcecompiler, makes no sense to have a vpc just for this
Calc proc bones before bone merge re-run, fixes jittering on bone merged models with anim constraints
Animgraph: Bone merge in blend 2d and anim clip previews
Animgraph: Show bone merge models in node preview
Animgraph: Don't allow animation clip drag drop when preview mode is active
Misc code delete, mostly pcre lib
SteamInput: fixed left trigger action being bound to right trigger
Input: fixed AnalogInput being incorrect for right trigger
Hammer: asset spray randomize material groups
Model path collapse can be undone
Fix GameTask.source always being invalid in menu
Warn if a TaskSource is created in an invalid state
Would be good if I reflected all use of RequestAsync and not break everything, thank god for unit tests
Http.RequestAsync( string method, string requestUri ) changed to Http.RequestAsync( string requestUri, string method = "GET" ) to match all other methods
This is a breaking change, please update your code (I assume not many people are using this)
/core/materials/dev/ vmat_c changes
Fix AmbiguousMatchException in string.ToType
TriggerTeleport: retain scale
Warning for ambiguous GameResources
Gamepad Support Refactor (#1218)
- No manifest codegen
- Gamepads work again (including Steam Deck)
- Goes against what SteamInput is all about 😢
Rip out manifest codegen entirely
Remove Sandbox.Gamepad
Add Sandbox.GamepadCode
Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately
Refactor Input to grab action.DigitalAction
Fix up GetButtonOrigin and glyphs
Update manifest.vdf to use new actions
Only process input actions with a valid gamepad code
Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t )
Update default manifest again
Fixed controller actions not being reflected serverside
Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num )
rendersystemvulkan: support raytracing pipelines
vfx / vfx_vulkan: support compiling rtx shader blocks targeting vulkan 1.2
CRayTraceSceneWorld without lights for now
Animgraph: Change how bone merge models are handled so they get morphs inherited
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
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Fix NRE when trying to mount packages in game menu. Fixes sboxgame/issues#3806
Include token hash in log when unable to find string token
Add WarningsAsErrors support for projects
Supports a list of errors (e.g. `CS8613;CS8601;CS8625`).
Does not support the `nullable` shorthand yet because of a .NET issue
(would need to expand manually, which is messy)
Add rich presence system class which is polled every so often, instead of updating presence from 7 different classes
/addons/citizen/ content recompile
Citizen/animgraph: add eyebrows & beard to the graph list of bone merge models, for morph testing
Add MusicPlayer.Spectrum and MusicPlayer.Amplitude for visualization purposes
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Animgraph tutorials: update the interface tutorial with the new model picker
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