21,395 Commits over 1,552 Days - 0.57cph!
Update NetFlags descriptions and names
Obsolete NetPermission, BroadcastAttribute, AuthorityAttribute
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
tiled light culling with edge feathering additions
vLevel isn't const
Update path of build-shaders, upload all shaders as artifacts
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
Support animation on bone merged skinned renderers, bones not included in the merge will be animated https://files.facepunch.com/layla/1b2811b1/sbox-dev_YF71imyY7R.mp4
Compiled shaders with ao viewporting changes
CommandLists SetConstantBuffer and be able to specify mip
Motion::TemporalFilter is converting from Pixel Coordinates to UV not the other way around
Rename NetTransmission to NetFlags, hide RpcMode
Fix navmesh native destructor
Fix Right Click -> Create Sound Event creating sound events with empty sounds instead of using the selected sounds
Don't need to update editor compiler if not running in the editor. Dedicated Server won't try to compile editor stuff
Non static init of navmesh generators
Fix multiple cameras causing dynamic shadow artifacts
Co-authored-by: samzanemesis <sam@sampavlovic.com>
Fix ambient occlusion in offsetted viewports
Instanced rpcs
Expose transmission
Inspector History Button fixes
Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up
https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
Added Lock Button to Inspector, prevents Inspector from changing to newly selected objects when enabled. Resolves Facepunch/sbox-issues#6239
https://files.facepunch.com/CarsonKompon/2024/November/28_08-25-MountainousGull.png
Compiled shaders with ao viewporting changes
CommandList.SetData > CommandList.SetConstantBuffer
[Pick] Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up
https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
Remove codegen from AuthorityAttribute
Move navmesh generator pool initialization from static initializer to navmesh.init
Dispose of navmesh in Scene
Should fix unloaded scenes leaking native navmesh data.
Add RpcAttribute, RpcMode
Change navmesh initialization to sync
Disable some calls to narrow down where test is failing on CI
Stop PathWidget fighting back in LineEdit mode and selecting the whole text, fixes Facepunch/sbox-issues#6869
Scene view: disable gizmo interactions while doing camera movement
SteamId can be converted to from an int, but will give a warning
Fix code archive not using correct CSharpParseOptions
Don't debug output xml parse errors
Add more package tests
Fixed loading game from .sbproj with Dedicated Server that has libraries. Iterate any libraries in the project and add them as projects before compilation
Fix warning
Add dark_descent and cat_harvest package tests
Merge branch 'master' into navmesh-dynamic-obstacles
Fix warning
Add dark_descent and cat_harvest package tests
Fixed loading game from .sbproj with Dedicated Server that has libraries. Iterate any libraries in the project and add them as projects before compilation
SteamId can be converted to from an int, but will give a warning
Fix code archive not using correct CSharpParseOptions
Don't debug output xml parse errors
Add more package tests
Fix ambient occlusion in offsetted viewports
Adjustments, default old components to ssao
Move AmbientOcclusion to Command Lists
Constant Buffers in Command List
Iterate minimum Camera.hlsl, no Time.hlsl for now
Fix navmesh generator pool disposal
Correctly dispose of native tile cache resources
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Scene view: disable gizmo interactions while doing camera movement
Remove box from navmesh debug draw
Fix some NREs when accessing colliders from navmesh components
Ensure navmesh area stays in sync when linked collider changes
Stop PathWidget fighting back in LineEdit mode and selecting the whole text, fixes Facepunch/sbox-issues#6869
Cleanup NavMeshArea Component
Smite harmless "unknown tool window" warning from tool window trying to cleanup after itself
Add IHotloadManaged.Persisted()
Add ReflectionCache utility, internal for now
Lazy evaluate expensive reflection, auto-clear on hotload
Call RunAllStaticConstructors before hotload
Instead of them running at unexpected times during hotload
Use ReflectionCache for SandboxedUnsafe.IsAcceptablePod
Fix possible error during hotload, if a static constructor called this
Scene Overlay: unsubscribe from event properly
Try to make SceneOverlayWidget size/position updating a bit more foolproof
Add cloud browser to default editor layout
Use custom functions instead of GJK to bake physics shapes into the navmesh
Baking a physics shape now takes sub 100μs in most scenarios.
Camera.hlsl and Time.hlsl stubs
Fix not switching assembly during hotload
blendable: vertex paint tint masks apply per layer
https://files.facepunch.com/matt/1b2711b1/sbox-dev_GItra2hhLI.png
https://files.facepunch.com/matt/1b2711b1/sbox-dev_hO2CNKhDzx.png
Server sends code archive instead of assembly
Client compiles code archives
Don't try to compile code archives on local packages
PartyRoom uses SteamId. ConnectionInfoManager ensures we write party id as SteamId. Fixes being unable to join a game. Protocol++