21,407 Commits over 1,552 Days - 0.57cph!
NEON: MaxComponent doesn't exist, use Vector::LargestComponent()
[DON'T MERGE] Stub out WindowsGlue, this should be on managed or we could use something like tinyfiledialogs
Use ISO C++ instead of MSFT extensions for try catch on managed calls, double check if this is correct
Cupertino/Penguin: Zip works with ISO-C++, use standard keywords in other stuff that was using MSFT standard
Cupertino/Penguin: Cast some stuff properly, explicit casting, threadtools missing ThreadGetCurrentProcessId(), should fuck off with shapemanager
Cupertino/Penguin: Wrap inputsystem stuff into windows conditionals, implement equivalent hopefully in SDL
Clang doesn't like conditionals for this, make if else explicit wtf
Cupertino: Update VPC binary for OSX
Linux: Fix Makefile to build VPC on Linux (expects libSDL2 to be present system-wide)
Linux: Define EXPLICIT macro for all compilers
Linux: Make sure the `schemacompiler` is executable (because it wasn't)
Cupertino: libSDL2-2.0.0.dylib > libSDL2.dylib
Cupertino: Target OSX 15.0
Cupertino/Penguin: Link SDL against tier0 too
Cupertino/Penguin: MacOS can compile from sys/sysctrl.h just fine, remove vector.h from outside header guard in ssemath_impl
Linux: Remove `gendbg.sh` and `sourceindex_p4posix.py` from build process because we don't have them
Reduce nav agent foot trace radius and max trace height
Cupertino/Penguin: Some more platform guards, tier0_utils_base.h not being declared, Invoke ErrorReport crash without dummy variable, fixes unused variable warning
Cupertino: Link to SDL implicitly on source_exe_posix_base.vpc, add the dingus to the folder if you're working on a new platform
Rework triggers to check contact points instead of ref counted touches. Add ITriggerListener.OnTriggerEnter/Exit for game objects that contain multiple colliders
Linux: Add an auto-generated SDL_config_linux.h which is specific to my system, but we need to start somewhere. Later, this will be made specific to Steam Runtime.
Update documentation for methods in INetworkListener to indicate that they're only called for the host.
Add net_fakelag ConVar. It's working for both Steam Networking Sockets and TCP / local instance. Can also be changed in the editor like this https://files.facepunch.com/conna/1b1211b1/sbox-dev_jpOfxVrwEr.mp4
Also commit this important file
Some additional troublesome Vulkan layer disables
Change notifications to a real popup
Start putting the party system back together
Reduce memory allocations for navmesh debug draw
Fix CPhysicsShape::GetScale() to return the correct scale for MeshShapes
Fix CPhysicsShape::GetTriangulation() not respecting scale for mesh shapes when calculating triangulation
Fix popup being orphaned when clicked on
Set in_editor ub richpresence when in editor
Popup supports AboveCenter
Stop making the popups red!
Friends in footer, delete friends list
Linux: Add various hacks/fixes to bring `schemacompiler` up to the link step. THIS MAY BREAK SOMETHING.
Cupertino/Penguin: Unmangle SDL in other platforms too, we're trying other platforms and you're still alive
[Pick] Use multiplatform SDL config instead of one hardcoded for windows, might make more sense to eventually just use mainline SDL2 entirely
Add navmesh bodytype override
During edit time (in editor) we change the type of dynamic physics bodys to static.
However, for the navmesh generation we need to ignore this change and use the bodytype that will actually be used at game time.
We can use this override to set the bodytype that should be used during navmesh generation.
Some changes to time sync. Seems to fix Facepunch/sbox-issues#6865 locally. Needs re-test.
Service update
Save/load avatar to/from the cloud
Started looking into fixing prefab variable action graphs
Will finish after hackweek
Human Bodygroup adjustments - Clothing fixes
Cleanup async code
Properly reinitialize agents after navmesh is completely generated.
Remove some Gizmo.Scopes
Fix deleted tiles being shown in debug draw
Version the native tile data so we can discard outdated tile updates
Use correct lock for initializing navmesh
Update navmesh bounds when world size changes in editor
Get rid of navmesh locks
Left the wrong model enabled
Fix Popup Panels not closing when in game (but worked in menu)
Sausage toggle
Lock native navmesh on creation/dispose
Fixed warning when tryin to compact a tile with no walkable triangles
WIP can use .actions in multicast delegates
Linux: Remove GCC 5 version requirement and set -std=c++20
Linux: Add original from /engine branch
Linux: make prebuilt binary of vpc executable
Linux: Skip nvpatch.exe for all projects when not on Windows
Linux: Add Linux platform to build scripts
Fix yet another incorrect coordinate space transform
Lock navmesh for queries and path finding to avoid race conditions
Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on
Fix menu missing material
Fix settings apply button not working
Fix storage page
InteropGen: Add IsError to resources
Model.IsError propertly detects when we're error.vmdl
Applying clothing correctly detects invalid models
Fix jeans using the wrong model location
Support for @ key razor attribute, Facepunch/sbox-issues#4103
Only run nvpatch on windows for all C# projects that use it
Clarify navmesh lock comment
Reduce memory allocations in PhysicsShape::GetTriangulation
Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg)
Merge pull request #1693 from Facepunch/optimize-physshape-triangulation-allocations
Reduce memory allocations in PhysicsShape::GetTriangulation
Fixed the Main Menu OrganizationModal
Add hover/press sounds to packages in games/maps list, prevent x-scrolling.
Selected Tags in PackageTagFilters will still show up if their results are 0, so you can remove the tag instead of it being hidden
Clothing Update
Add PhysicsBody.IsTouching( body )
Rework triggers to check for exit events at the end of physics step, should be more reliable than ref counting touch events
Fix touching colliders only being added to triggers
Fix PhysicsBody.IsTouching returning too early
Latest services api
Expose news api in Sandbox.Services.News
Add MenuUtility.GetPlayerFeed( take )
Add apis to get notification counts, mark read, get array of latest notifications
Add DateTime.Humanize(), TimeSpan.Humanize()
Add number.ToMetric() (1100 to 1.1k)
Fix clicking packagecard title opening website
Fix settingspage button heights
Added notifications
Fix NRE in trigger rework
Add Package.ThumbTall and Package.ThumbWide
Fix button href debug
Player feed
Delete Cardboard Trousers
Delete office skirt
Delete Cardboard Chest
Delete Dry Suit
Delete Hivis Jacket
Delete LongSleeve
Delete smart jacket
Delete bucket helmet
Delete Chefs Skull Cap
Delete Leather Gloves
Delete Long White Gloves
Delete Army Gloves
Delete V Neck Tshirt
Delete Buttoned Shirt
Delete Chainmail
Delete Longsleeve Shirt
Delete Priest Shirt
Delete Smart Shoes
Delete Necklace
Delete Stylish Glasses
Delete Diving_Rebreather
Delete chest armor
Delete eye cover
AchievementDeck
Fix Integer Control Widget when nullable
Clothing updates
Fix store page not handling more than 2 items
Front page
Fix menu being fucked for one frame after switching from avatar editor
Lets have a name tag
Scene tweak
Add backlight
.clothing File updates
Revert trigger changes
When applying clothing, try to avoid error models by pre-evaluating the list
Add mainmenu default font size so it's not tiny by default
Change hub icon
Hotload ignore Refit Fixes Facepunch/sbox-issues#6843
Merge branch 'master' into navmesh-tiled
Add TypeLibrary.GetGenericTypes( Type type, Type[] types )
Change ResourceLibrary.GetAll<T> so T can be an interface
Fix feature tabs temporarily popping a window up when used in a GameResource
Asset Inspector, split references and used by tabs + show count
Add ResourceExtension