248,566 Commits over 3,928 Days - 2.64cph!
Prefab file loads cached scene on post load if needed - Fixes prefabs referenced in resources not loading the prefab scene
Set TSPEC_TEXTURE_GEN_MIP_MAPS on RenderTargets with mips
Whitelist error event analytics
[ThreadStatic] AccessControl.Location because we test types in multiple threads and this was gibberish
Fix duplicating a spline point with shift not copying roll & scale
Ensured constructable entities update state on the serverside as well as the clientside
Remove stackalloc (it's not whitelisted)
Textures and materials for build stages.
Update: properly export API on linux
- Also compile as std20
Had to redo my approach to code duplication - gcc was ignoring my annotated forward decl(probably because it was encountered after full definition).
Tests: checked with `nm` - symbols were demangled. Tried running server on linux - crashes immediately
Added collider to the little overhang roof beside the window
Flip tower orientation whilst placing so it looks away from you
Add some randomness to the scientist peek timings
Fixed broken constructable entity reference
- Fixed broken guide mesh
- Fixed offset guide mesh deploy location
Fixed broken colliders and positions on siege tower constructable stages
Play around with threaded Steam networking message usage like Rust does - and some other tips from Andre
Use Span instead for Memory to pass Transforms to CommandList.DrawModelInstanced
Fix CameraComponent.ScreenNormalToRay
Always define vTexCoord2 by default
Shader rebuild
Expose category tree and package properties to package find results
Package category tree
WIP filter, allow discovering WIP games
Explicitly set fields/props to null when deserializing (#1728)
Obsolete HostSync, add SyncFlag, add code upgrade / fix (#1729)
This stuff shouldn't be public
Move Qt.Orientation to Editor namespace, LinkableSplitter uses it
Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work.
Humans: convert Citizen animations on the ModelDoc side rather than graph side
Start using SceneRenderingWidget instead of NativeRenderingWidget for shadergraph https://files.facepunch.com/layla/1b1311b1/sbox-dev_v8vsdE0JhV.png
Only add query flag is property was set to true - otherwise remove the query flag
Fix SceneRenderingWidget not calling PreRender
Shadergraph: Fix preview ShowSkybox option
Fix undo for convert to prefab (#1730)
We need to explicitly unset PrefabSource by calling BreakFromPrefab if __Prefab is not specified.
Give some hitbox depth bias to capsule collider gizmo
Fix parsing <see> with langword / href
More unused render pipeline
Remove SceneSystemStats (snapshots for external debugger)
Begin migrating CRenderingPipelineStandard to managed RenderPipeline with RenderLayer & ProceduralRenderLayer (w/ callback). Starting with depth prepass layer.
Use custom mip filter that samples from neighbors for cubemapper
https://i.imgur.com/nn23dRG.png
Fixed NRE in code upgrader for HostSync in scenario where no sibling Sync is found
Citizen/animgraph: fixed broken crouch states (oops)
Remove legacy loop
Add ControlSheet.AddProperty for expression to easily add static properties
Add code editor control widget
delete preferences.build event
Title current code editor so it can show up titled in settings
Page general uses control sheets
Set tooltips for static control sheet properties
Page networking uses control sheets
ActionBasedSerializedProperty can provide attributes
Page scene view uses control sheets
Page notifications uses control sheets
Don't adapt ActionBasedSerializedProperty for this, create a ReflectionSerializedProperty instead
OpenPropertySheet -> OpenControlSheet
Shadergraph: Use control sheet for preview settings popup
Get rid of property sheet usage in widget gallery
CompilerPage uses control sheet
Move InputAction and enums from sandbox.system to sandbox.engine so they can be exposed
Add CustomEditor for NamedEditor "keybind"
InputActionPanel modal uses control sheet
Expose ControlModeSettings
Supported Control Modes uses control sheet
Move input actions back to sandbox.system
InputAction can't use control sheet yet, it exists sandbox.system and now it can't be moved from there to be exposed
Package references uses control sheet
Add FolderControlWidget
Standalone review page uses control sheet
Publish finalize page uses control sheet
Delete RuntimeAddonPage, not used anymore?
Project page uses control sheet
InputActionPanel uses input action proxy for now because we can't move the fucker
Block tool uses control sheet
Path tool uses control sheet
Delete property sheet cya
Fix exception in TreeNode.SetChildren
Order block tools, select current tool in combo box
Use WorldTransform instead of Transform.World in engine code
Remove remaining usage of Transform.World/Local
Add simulation space option for particle force https://files.facepunch.com/layla/1b1511b1/sbox-dev_wMFfk99UTS.mp4
Add Scene.Trace.Rotated to allow for tracing rotated boxes or capsules (this already worked with FromTo( Transform, Vector ) but it's not obvious enough because no one knew it was there
Drop model as static prop based on model archetype
Allow for inner feathering for EnvmapProbe in UI, same defaults for hammer equivalents of this
ggxcubemaphelper (cpu) is equivalent to cubemapper (gpu), increase sample count but use faster sampling and sample from first mip always
https://i.imgur.com/5UuaG0b.mp4
Sample from mips again and decrease sample count to not be absurd for our budget
More beards - human versions + malehead02 texture adjustments
Merge branch 'master' into SantaOutfit24-2
Material Update in constructable prefab
merge from f1grenadeskinfix
Merge from indirect_instancing (and main)
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
Siege tower constructable gibs
Disable certain features (layers, bounds, ...) in order to debug last week's performance regression.
Fixed error when loading borked ballista ammo item
dirty SDF sculpting proof of concept, in-editor test setup only
Catapult and battering ram constructable gibs
Initial
Use spheres so we only have to send a single list of vec4s over
Gather objects
Split logic into COcclusionCullingStandard
Change order, gather correctly, readback, count visible + culled objects
Reject occluded objects, tweak gather & shader
Improved gather, only select the objects we want
Shader re-write, output object depth and buffer depth for debug
Put debug spew behind convar, tweak shader
Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling
Stash shader before I re-write to use AABB
Switch to using bboxes for slightly more accurate results, hi-z mip checks
More beards - human versions + malehead02 texture adjustments
First pass on spline model deformation
https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_pXP1R0vFzj.mp4
https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_1SBGUutgNa.png
Ballista constructable setup
Fixed catapult fire interaction available when looking at the ammo container
terrain4_albedo_array and terrain4_normal_array mip-bias changes
- Ballista Guidemesh
- Ballista Build Stages
Better catapult constructable colliders
Tweaked bounds
Fixed catapult server error
Fixed horse lootpanel max speed indicator
Fix some elements not allowed in brix
Add default widths for desktoponly, mobileonly
Remove overflow-x: auto; from pagelayout - it stops sticky working
Add TreeView component
Api reference uses treeview sidebar
merge from fix-filterrichtext
merge from hot_air_balloon_unparent_noclip
merge from tutorial_island_fixes
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Leaderboard backup, run #
16157
Experimental changes to try and resolve the slight player rotation wobble when entering/exiting parenting volumes