adding chain link fence models/textures/material/tileset
Citizen/animgraph: changed the logic used to disable the scale_height pelvis height offset to a tag-based state machine + other minor improvements
ShaderGraph: Add Texture Cube node https://files.facepunch.com/layla/1b2611b1/sbox_GNWEjlZAAv.png
Trim _c off asset drag drop, fixes compiled only models being dragged in
New Outfit Piece! - Loose Trousers
https://files.facepunch.com/daniel/1b2611b1/sbox-dev_DZQW1epzxX.jpg
Adjustments to skinning and LODs coming asap
fixed security shutter length
Package reference fixes (#965)
* Use PackageReference for referencing packages, References for referencing assemblies
* Fixed test passing for the wrong reason
* Rename Compiler.PackageReference to PackageReferences
* Don't fast hotload if a referenced assembly has changed
* More assembly / package reference strictness
* Made generic method resolving / comparing stricter
* We need to re-resolve all member references in fast-hotloaded methods
* More precise logic when deciding if a referencing assembly can be fast-hotloaded
* Constructor resolution regression fix
* Some cleanup in ILGeneratorExtensions
* Hotload.GetMethods helper now matches name
* Access control now caches assembly definitions by name + version
* Assert that the correct assembly definition version is resolved
* Keep exactly the outgoing assembly definition cached, but dispose older versions
* Clean up AccessControl.Resolve a bit
* WIP referencing fast-hotloaded assembly fix
* Fixed unloading IsolatedAssemblyContexts during fast hotload
* Remove some logging
* Fix menu breaking after hotload
* WIP force-reload assemblies that depend on a changed package
* Allow resolving newer assembly versions
* PackageLoader.LoadAssemblyFromPackage cleanup
* Only force an assembly reload if dependent package did a full hotload
* Fix exception in ContextTools.DetermineContext in fast hotloaded methods
* Init TypeLibrary in TestUI.Panels.PanelTests
* Description codegen: just allow multiple [Description] instead of being non-deterministic
Hammer 'convert model to mesh' respects bodygroups for models with source files
Added support for bodygroups on static props
Remove Steam Audio (#990)
* Removed steamaudio from soundsystem, map builder, hammer
* Obsolete ReverbScale / ReverbVolume
Adjust mixgraph to fix muffled audio
Fix gamemode & map error report tags getting set to null or previously loaded game
PET: Render sound pitch scale default to 1.0
Don't land on the blank lobby page after leaving a game
Fixes the occasional blank menu on disconnect
Let us show tools that only show up in non-retail mode
Speculative fix for sound events ran in tools
Fixed publishing addons referencing libraries
* Added helper DistinctReferences / DistinctPackageReferences properties to include all system / package references respectively.
* For addon packages, DistinctPackageReferences will include the parent package.
Improvements to package selector
Restrict ability to select multiple games/maps for launch configs.
Do not require holding CTRL when selecting multiple addons for a launch config (Added BaseItemWidget.ToggleSelect)
Package selector properly selects initial selected items on open
Use Asset Picker for selecting local maps in Launch Configs
Assert when creating scene object with model that has no visible meshes, this would result in no native scene object being created and the next handle to mess up
Check if model has visible meshes before creating scenemap models
Resolve map name for scenemap so it's more forgiving with the map name you give it
Don't set light probe textures if they're null
Allow resolving newer versions of assemblies in AccessControl
Bin Man Outfit
https://files.facepunch.com/daniel/1b2811b1/sbox-dev_AOAV6ReGJF.jpg
Citizen/clothing: rigged "waistcoat and shirt" item
Editor: Add option to render specific thumbnail in the clothing editor
When loading multiple packages, sort by references
Make sure that a referenced package is loaded before the packages that reference it.
Possible fix for #996
Added test for Package.SortByReferences()
Remove some logging
Move game specific events to GameEvents, keep Event.Hotload and Event.Debug.Overlay, mark others obsolete (#993)
Error when compiling if event listener method has incorrect params based on MethodArguments attribute (#992)
* Initial commit
* Nicer error
* Use an error id thats not used
* Use full name when getting attribute so dont process this for some other random attribute with the same name
* Apply to any attr
* Change error title
* Remove unused using statements
Add GameEvent.Server.ClientJoined and GameEvent.Server.ClientDisconnect events
Addon packages should reference package.base too
Fixed several materials having incorrect surface
Update cref value
Fixed analog actions NRE caused by a silly typo
Citizen/animgraph: added a new "slide" special movement state
https://files.facepunch.com/maxlebled/1b2911b1/sbox_2023-04-29_23-02-50.mp4
Clean up template maps
Updated preview flat (modeldoc testmap)
Fix up obsolete event usage in Sandbox.Game
Don't pass KeyboardModifiers in input actions related methods anymore
ManifestGroups cleanup
Optimize Input.SetupManifestData
Register analogs when creating groups, instead of iterating through after we've finished
Fixed sboxgame/issues/issues/3224
Add Package.Type.Collection
Asset Browser - cloud assets support filtering by more types
Show your organizations in the asset browser
Right clicking a cloud asset shows a popup, allowing favouriting, rating etc
Move the shadow with the popup 😓
Clear api cache when favouriting
Show favourited collections on asset list
Add Package.Interaction
Fix exception when Log.Error receives a null parameter
Fix Game.Server not being filled in on server
LODs for multiple clothing pieces
Allow multiple commands from in-game console
i.e. command1;command2;
Don't automatically update account information when adding favourite
Don't update collection list on favourite changed if not a collection change
Validate cloud assets on first access
Fix AssetList calling OnPackageSelected instead of OnPackageHighlight
Preview in inspector when selecting cloud assets
Fix Asset.Package not being immediately available
PropertySheet { init; } properties are read-only
Fix choppy Input.Pressed outside of Simulate (e.g FrameSimulate or UI Tick) when FPS was lower than tick rate
Fix fog drifting when your view is still by clamping max TAA value
Fix cubemap feathering on combined light probes
More LODs for clothing pieces
Lods for waistcoat and simple dress, aswell as an adjustment fix to the face tattoo material.
Add an option to create a .gitignore when creating a new project
Fixed an exception when giving a project invalid asset location
Fixed an exception when drawing BaseItemWidget items
Happened when creating a new asset
Warning fixes & adjusted project creation/open labels
Warn about missing input actions once
Fixed documentation of Compiler.Name
Failing test reproducing #996
Better generic method resolution, fixes #996
Possible fix for sboxgame/issues#3227
Make RPC code gen deterministic
Added .vpk to .gitignore template
Fix build failing models, these probably need the same lodding setup as simple_dress too @DanduwFP
Remove SetMinimumFrameBufferRenderTargetSize, only used on SFM and it fucks scratch FBs, don't let SetMainSwapChain override behaviour of swapchain size listener on tools, remove hacks that we were using for setting scratch fbs
Shader Graph: Clean up recent files code; make clear recent files show again, only show max 10, re-opening a file moves it to the top of recent files
Whitelist System.Buffers.Binary.BinaryPrimitives
Whitelist System.Environment.StackTrace
Instead of silently failing throw arg exceptions - fix internal events not having correct params (#1003)
Whitelist System.Lazy
Whitelist System.Runtime.CompilerServices.ConditionalWeakTable
Revert "Never recompile symlinked assets, e.g compiled asset from asset.party that you have the source file for"
This was causing more problems then it was solving, need to rethink a better way to do this.
Whitelist System.Collections.Concurrent.ConcurrentDictionary & System.Collections.Concurrent.BlockingCollection
Electrical sockets and switches and plug
wip
Failing test reproducing sboxgame/issues#3227
Fixed sboxgame/issues#3227
Update steamworks sdk
Whitelist some System.Buffer methods
* System.Buffer.BlockCopy( System.Array, System.Int32, System.Array, System.Int32, System.Int32 )
* System.Buffer.ByteLength( System.Array )
* System.Buffer.GetByte( System.Array, System.Int32 )
* System.Buffer.SetByte( System.Array, System.Int32, System.Byte )
interopgen: don't needlessly overwrite subfiles as this would cause c++ rebuilds everytime
LODs for a bunch of clothing pieces
Lods for Clogs and socks, waistcoat and shirt, rubber gloves, stylish glasses and loose trousers.
Single socket back
Run ServerConfig.InitClient every time the game loop starts, as opposed to on bootstrap - when we kill stringtable pointers on shutdown, we unsubscribe any existing events, making input actions fall out of sync when joining another game. See #998
SerializedObject base implementations (#1006)
Hammer Gizmos (#874) ( https://wiki.facepunch.com/sbox/Hammer_Gizmos )
https://files.facepunch.com/matt/1b0511b1/gizmos.mp4
Added "Shaders" folder to Base Library csproj
Fixed WorldTextEntity being affected by WorldPanels
sboxgame/issues/issues/3225
Fix obsolete warnings about GameEvent
Remove unused network code
Remove unused clientmessages
Send all RPCs unreliably - which is actually not unreliable at all but just affects the receive order
Strip out EntityEvent stuff that does nothing
Area Lights (#885)
Co-authored-by: bakscratch
Adjusted Rect light editor model
Area light controls for spotlightentity and update gizmos for the other ones, CylinderLightEntity.cs > AreaLightEntity.cs
Make sure area lights don't intersect with walls so we can sample CDFs properly, do bound calculation properly, speed up SIMD path
Fix F6 recording when FB scratchtexture is bigger than the screen
Citizen: added WalkFast (north), which is 75 units/second (Walk is 49 u/s)