7,112 Commits over 3,531 Days - 0.08cph!
Remove unused PrepareDeletion from physics body
More null checking in broadphase update
Don't purge shapes when removing body
Rubikon: Null check shape owner in a few places, should fix some crashes but remember to find out why this is happening, because it shouldn't be possible
Rubikon: Use uint32 storage for touching ent pairs, fixes this hashtable from reaching max capacity when many objects are colliding
Rubikon: Add some error checking in broadphase update
Don't use tools vis shading mode if we're not using a vis mode, fixes shader graph preview
ShaderGraph: Add vertex color node
Rubikon: Use growable stack for dynamic tree query and casting, fixes crashing with many overlapping object and is generally safer
Rubikon: Ray cast optimizations against meshes from Dirk
Fix cubemap incorrect rotation
Add prop_physics until we have a general solution to creating scene objects for anything deemed a prop
Set light probe textures to the ones serialized on the entity
Set light probe indices and scalars textures to black
Set shadow texture width and height for all light types
Set particle control point, not scene object transform
Serialize all scene entity properties before creating scene objects, we may need to find targets
Add tonemapping accessor to scene camera
Initial support for info_particle_system
Create scene light for light_ortho https://files.facepunch.com/layla/1b2411b1/sbox-dev_VTq2aIUNJq.png
Vis3: Use large bit vec for grid set storage and restore log warning about accessing bit out of range (this should never happen now)
Set remaining common light properties so baked lights are actually baked
Add remaining keyvalues needed for scene light entity
Fix light cookies not working on scene lights, load light cookies for scene light entities
Update cache optimized kd node
Delete unused files from visbuilder
TextManager creates texture with mips
Network info_visibility_box properties
Remove env_sky from native map class list
point_worldtext defaults
text_block type for message property
Implement point_worldtext in C# using our text renderer https://files.facepunch.com/layla/1b2211b1/sbox_fUilkVSXOb.png
Fix TextManager ignoring horizontal alignment
Vis3: Disable log message being spammed which is overwhelming builder output and causing hangs
Delete native info_visibility_box
Add start disabled and enable and disable inputs
Implement info_visibility_box in C#
Add SceneCullingBox which will be used for the info_visibility_box rewrite
Vis3 (#888)
New map visibility (Vis3)
Clean up check transmit info a little bit
Remove area bits and area portal bits and func_portal shit
Fix spawn group asserts when vis is disabled
Remove "Debug Vis Geometry" this used glview which we removed a long time ago so it does nothing now
Set spawn group handle when resetting pvs
Update FindVisClusterMembership and FindSingleTriangleMembership
Fix SampleGridsJob sometimes crashing
Volumetric fog sets vis info to null because it's ortho view
Copy pvs bits on scene view duplicate