7,444 Commits over 3,622 Days - 0.09cph!
Add CameraComponent.RenderTarget to render allow rendering to texture https://files.facepunch.com/layla/1b1211b1/sbox-dev_N5LTZuJHYE.mp4
Fix modeldoc not cleaning up a embedded preview, causing an invalid thumbnail listener to stay around which sometimes causes a crash when a thumbnail is generated
Move rigidbody start asleep until after colliders are added - otherwise it's not going to do jack shit
Add Prop.StartAsleep, this is common enough to justify adding to prop
Clear texture after creating texture if no data was set, instead of refcount hack
Don't use strong handle here, just temporarily increment refcount, I don't trust using strong handle here
Fix error texture spam when calling ClearUnorderedAccessViewUint, created texture needs to be put into a strong handle so refcount isn't zero
Fix exception in CCameraRenderer::RenderToLayer
Constrain gamepad input dropdown to screen
Fix NRE when updating from prefab
Make sure components are using IsValid too
Use !IsValid instead of == null or is null for any IValid
Use !IsValid instead of == null or is null for any IValid
Use IsValid instead of != null or is not null for any IValid
Use IsValid instead of != null or is not null for any IValid
Apply primitive render attributes in animatables too
Don't run physics in editor
Get rid of this optional render attributes, add it when it's needed
DrawSceneObject can take attributes, by default these will come from Graphics.Attributes so Graphics.SetupLighting will now work with scene object render
Shadergraph: Add multiple outputs for float2, float3, float4 on Combine node
Shadergraph: Add distance node
Hide these properties on unary nodes
Shadergraph: Fix node menu not getting all nodes from plug drag, all nodes are relevant in shadergraph, at least for now
Shadergraph: Properties window uses the modern control sheet
Comment node uses text area for description
Move fixed update to shared tick so it can execute in editor, the docs say it should
Shadergraph: Add world tangent node, U and V tangent outputs
Fix ModelRenderer material override not applying all their material flags, SetMaterialOverrideForMeshInstances is more reliable for material overrides. Hide material groups when using material override, they're not compatible
Fix terrain paint compute shader num threads, double the size of the brush so it matches the preview
Balance weights on imported splatmap, bias against alpha
Merge scene render attributes to NativeRenderingWidget camera, fixes terrain global attributes not being applied to editor camera
Fix annoying NRE in CameraComponentTool
Top and bottom caps for SolidCylinder
Draw SolidCapsule directly instead of 2 spheres and a cylinder
Same fix needed for SolidCylinder
Get rid of upgraders log. If cloud prefabs have a component upgrade, we don't want to be spammed with this
Fix mistakes in Gizmo.SolidSphere, any segment count should now work
Make TabWidget state cookie restore functional
Give particle effect tab bar a state cookie so the current tab is restored
Component upgrader for particle effect, apply alpha if we're applying color so that color and alpha can be properly decoupled
Allow particle alpha to be applied without applying color (Alpha is still applied when applying color to avoid breaking existing behaviour)
Fix video background-image rendering with incorrect aspect ratio - Rect needs to be recomputed once video texture has loaded
Fix incorrect number of mips calculation for textures, causing crashes on AMD for 4096 sized textures
Add more protection in circular buffer write causing a pretty common audio crash
Use unscaled local to world in solve IK chain pose operation, fixes citizen big feet when scaled (need to check if IK still works properly when scaled)
Fix cursor flickering when orbiting editor camera
Add two more preferences for hiding cursor when panning or orbiting
Add more common image formats to texture editor
Remove invalid sounds from ceramic surface
Fix NullReferenceException when using Sound.Play with SoundEvent that has no sounds
Fix Hitboxes From Model incorrect box size, use extents, not size
Fix the two remaining places where game resource is assumed to be json
Fix FindClosestPoint for scaled meshes
Experimental support for FindClosestPoint on mesh collision https://files.facepunch.com/layla/1b2111b1/sbox-dev_RvmEK7htSt.mp4
Add CallbackEntry in the right place relative to .Order so that game object system listen order is respected
Don't clamp flex override when getting it