21,393 Commits over 1,552 Days - 0.57cph!
Same thing with Nullable Button
Prefab Variable button now shows when there's differences in a Multiedit
https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4
Added Multiedit support to Component Context Menu
Fix error when renaming uncompiled asset, fixes Facepunch/sbox-issues#7130
Renaming an asset in the Asset Browser immediately registers the new asset, fixes Facepunch/sbox-issues#7134
Remove r_use_fullsort_for_opaque, we always depth prepass
Add FillMode render state override on scene layers
Remove this hidden dynamic objects stencil
mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode
Potential fix for 1683 - may be a scuffed way of doing it. Two instances of Sandbox.Game can exist - store members of Commands from both, invoke / set those members when ConVars change. Allows [ConVar] and [ConCmd] in Sandbox.Game to function properly when in a game
[interop] Don't create handle stuff in static functions
Don't init VR if we're a console app
Don't print vulkan device info if we're a console app
Remove unused
Unused
Drop IL verification since we compile every assembly from source on clients now
Add namespace_name to antlr grammar so that we can do "type Class::Function()" definition instead of defining all in class itself, we should just let it accept any HLSL
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc
Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else
Remove nSrcMipLevels and nDstMipLevels from CopyTexture and CopyFromVolumeTexture, they're not used in vulkan. Obsolete Graphics.CopyTexture with srcMipLevels and dstMipLevels, use the one without
Check mip sizes in Graphics.CopyTexture, not the texture size
Tools: Expose ScrollArea.MakeVisible( Vector3 )
Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982
Scroll back to the top when rebuilding InputPage
Remove unused args
Run FinalizeCompile on feature too
Unused
Remove debug output
Fixed tired, pissed off logic
Move Worker_AddCompiledShader to CVfx
Build feature data
Call VfxSortProgramVariableArray
Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4
Auto populate model collider on awake if none are set
Make component sheet readonly when using NotEditable component flag
Make joint gizmos less noisy
Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work
Fix Gizmo.Control.Capsule (has it ever worked properly?)
Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097
Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100
Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109
Pull latest changes from FP recastnavigation fork
Among upstream recast changes this also includes a change to:
Bump RC_SPAN_HEIGHT_BITS from 13 to 16
Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys.
This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK)
Therefore, this is free accuracy improvement without perf or memory impact.
Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used
Allow create model context menu item for fbx, obj, dmx
Call WriteProgramToBuffer from c#
Fix old compile routine crashing
ByteStream WriteArray optional count
Fix shader compile
Delete infectedwoundrenderdata
Delete public/assetrename
Remove some unused code from src/common
Move VCS writing code to CVfx
Dead cubemap rendering code
Remove dead code
Pass VfxCompiledShaderInfo_t straight into CVfxByteCodeManager
Expose navlink ConnectionRadius
Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed
Position editor tool only smooth moves rigidbodies that have motion enabled
Fix collision events returning incorrect per triangle surfaces
Remove unused r_tiled_rendering_depth_cull
Unused VR rendering layers (probably)
AbsolutePath is required only for registering the asset
Added Multiedit to RangedFloat (so you can edit all your sounds at once)
AudioDistanceFloatProperties now support Multiedit
ButtonControlWidget now supports Multiedit, will invoke the function on all selected Components
GradientEditorWidget now supports Multiedit
CurveControlWidget now supports Multiedit
Remove confusing, unused arguments
Clean up
Move g_pResourceCompilerSystem to engine, bind CUtlBuffer
Add CResourceCompilerSystem::GenerateResourceBytes
Add resilient retry to shader cache save
Start shader writing
Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters
This makes more sense
Gather objects
Split logic into COcclusionCullingStandard
Don't use absolute path when creating sounds from mp3s
Copy over properties when bulk creating multiple nav links