3,185 Commits over 1,583 Days - 0.08cph!
Add Graphics.Draw that takes vertex and index gpu buffers
Graphics.ResourceBarrierTransition for non generic GpuBuffer
Add VertexLayout attributes to SimpleVertex
Add Graphics.ResourceBarrierTransition that takes a before and after resource state, src and dst do actually matter
Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead
Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag
Fix SceneRenderingWidget not calling Scene.PreCameraRender when rendering with camera component
Don't draw gizmos for components that have ComponentFlags.Hidden
Clear all processors when deserializing mixer otherwise DSP's will hang around forever and we'll quickly run out of slots
Remove ToolsWireframe from fur.shader
Do the same for trigger listeners
Invoke collision listeners starting from physicsbody gameobject owner, propagating down to descendants
Remove collision listener invoking from player controller
Call VfxRemoveUnnecessaryEntriesFromVariableIndexArrays after ComputeVariablesUsedInStaticCombo - Should fix some variables getting removed when they're still used
Fix fbx import crash, face set doesn't exist in mesh?
Fix possible NRE in Texture.TryToLoad
Don't spam warnings for unsupported drop objects, just ignore the action https://files.facepunch.com/layla/1b0911b1/sbox-dev_ZHw0ss4q4P.mp4
Allow line renderer to have lighting, same as particles https://files.facepunch.com/layla/1b0911b1/sbox-dev_EOUiaThKg1.mp4
Make additive particles blend correctly in fog too https://files.facepunch.com/layla/1b0911b1/sbox-dev_zrmiRJG1pg.mp4
This needs to be reset before dragging
Better handling of drop traces when below grid, trace to plane using last traced height https://files.facepunch.com/layla/1b0811b1/sbox-dev_QR4dwTeq7E.mp4
Texture.Depth returns 6 for cube textures - Fixes getting pixels from cube textures
Fix CRenderThreadVulkan::OnReadPixels not reading from volume textures properly, it was using src slice as array layer
Line renderer supports additive blending in fog https://files.facepunch.com/layla/1b0811b1/sbox-dev_CFQJAMRIhQ.png
Add Additive and FogStrength to LineRenderer https://files.facepunch.com/layla/1b0811b1/sbox-dev_VnTl4GS71x.mp4
Remove this check not allowing setting initial texture data for volume texture with mips, it should be allowed
Move some input code from Sandbox.System to Sandbox.Engine and hope it doesn't break menu now
Fix incorrect docs in Vector3Int
Shadergraph: Output texture attributes for LightSim_DiffuseAlbedoTexture, RepresentativeTexture using first occurring texture result from albedo input
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ModelDoc: Add a wizard to keep all bones
Reorder min and max length in spring joint
Don't send gameobject network destroy when shutting down game instance, orphaned action should take care of it
Start ParticleSpriteRenderer scene object with rendering disabled, it'll get enabled when it's ready - Fixes one frame showing error texture
Adjust sunny and sunset lighting rigs
Make ParticleLightRenderer public (I assume this wasn't intentional?)
Make Model.GetVertices/GetIndices work without requiring CPU access on model https://files.facepunch.com/layla/1b0311b1/sbox-dev_OOfVZbvWTH.png
Add CRenderContextVulkan::ReadBuffer for index buffers
Do the same for box hull collider
Add Gizmo.Control.BoundingBox to box collider
Stop SoundscapeTrigger on disabled, not just destroy
Add worldspace option for Gizmo.Hitbox.Sprite
Handle default arguments in MethodDescription.Invoke - Fixes ButtonAttribute not being able to call functions that have all default arguments
Add Gizmo.Hitbox.Sprite for a 2d screen space sprite hitbox https://files.facepunch.com/layla/1b0111b1/sbox-dev_0Q4krB3pIh.mp4
Player controller body listens for collision events because child gameobject colliders don't propagate ICollisionListener down to ancestors (should it?) - Fixes player squish and anything using ICollisionListener on the player controller gameobject
Prop makes use of surface break sound
Resave all surfaces
Shadergraph: Save preview settings to file
Fix mesh component not applying tags to collision shapes on tags updated
Don't need to duplicate this code