10,985 Commits over 1,277 Days - 0.36cph!
big scruffy beard adjustment
hair texture adjustments for colour wheel
Allow lipsync to be enabled on music player
Add SoundHandle.LipSync to opt into lipsync processing https://files.facepunch.com/layla/1b2811b1/sbox-dev_WgcnqBpoUH.mp4
Fix texture filtering inside ui_cssbox.shader
Fix filtering in other UI shaders too
Add SoundHandle.SampleRate
CSS box shader - D_BORDER_IMAGE combo should be range 0..2
Fixes sbox-issues/issues/4874
Removing shape from body will only remove contacts associated with the shape, not all contacts of the body
Use "unknown" key instead of "any" key I was using in testing
Skip driver version check if running under proton
Revert "HotloadManager disposes Hotload instance, was stopping assembly unloading"
This reverts commit 1d83455903d1b9995c5680c933c49738ce22f149.
Revert "LoadContext.Unload also unloads all it's IsolatedAssemblyContext"
This reverts commit 672aabaadd48f649bf3c38068d4efe2e2c55780e.
space outfit texture fixes
HotloadManager disposes Hotload instance, was stopping assembly unloading
Warn for older AMD GPU drivers too, 2.0.283 has a driver crash when child processes are opened
Hook back Preferences.ControllerLook(Yaw/Pitch)Speed for Input.AnalogLook when using a controller
Improve LoadGlyphTexture logic
Remove KeyGlyphLoader, supply all keyboard and mouse glyph files
Let me know if I missed any buttons, I don't have a numpad on my keyboard so tag me!
Avoid collection modified error in NetworkPrune (Fixes Facepunch/sbox-issues#5280)
Expose Input.TriggerVibration (using existing API), hook up SDL_GameControllerRumbleTriggers
Game Controllers using SDL2 (#1509)
LoadContext.Unload also unloads all it's IsolatedAssemblyContext
Multi select move grid snaps handle pivot instead of each selection https://files.facepunch.com/layla/1b2711b1/sbox-dev_LEYJCm0K2B.mp4
Multi select rotates around gizmo handle pivot point https://files.facepunch.com/layla/1b2711b1/sbox-dev_WxhiXwtdBc.mp4
Use a fresh PackageLoader when loading new games - fixes Facepunch/sbox-issues#5219
CreateModelFromMeshFile uses modeldoc utils so it does automatic lods etc again
Add InitFromMesh to modeldoc utils - tries to automatically build document from mesh file
SessionImportFromModel uses InitFromMesh
Prevent multiple OnEnable and OnDisable calls for people doing nonsensical things like reenabling parent gameobject in component OnEnable
New Outfit! - Space Suit
https://files.facepunch.com/daniel/1b2711b1/Photoshop_ImaSTMln2y.png
LODs and small skinning adjustments coming ASAP.
CVfxStackMachineBuilder::FindConstant case insensitive
SCSS: Don't apply animation styles before/after if fill mode is none
sbox-issues/issues/5273
This should be engine internal, expose with EditorUtility
Remove debug line
Regenerate project solution when compiler settings are changed - fixes Facepunch/sbox-issues#4801
Update spirv-reflect
Fix spirv-reflect bug with output_vertices being stomped
Validate geometry shaders [maxvertexcount] to not exceed limits - fixes Facepunch/sbox-issues#4738
ModelBuilder.WithLodDistance specifies the lod level the distance is for
Add PhysicsShape.Sphere and PhysicsShape.Capsule to get properties for these shape types
Mesh Editor: Add button to select all faces
Add PhysicsShape.Triangulate
MeshComponent sets scene object tags when they change
Input will tick before layout is computed on a newly created panel, so check null. Fixes Facepunch/sbox-issues#5268
SCSS: Implement rem and em
https://files.facepunch.com/alexguthrie/1b2611b1/sbox-dev_f5t9eFrLSk.png
Remove dupe convars_save
Api.GetAsync throws if status code not OK
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
Add IEnumerable<Type>.GetCommonBaseType()
CanEdit.CreateEditorFor( Array ) uses the most common base type. Fixes Facepunch/sbox-issues#5233
About to show!
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
FindRenderStateInfo case insensitive
Support pascal case filter enums
Fix NRE when running Game.Close in the editor
Toggle play when running Game.Close in the editor
Set InputState.Ignore if game isn't being played
CMaterialSystem2::GetVfxPlatformType default to SPIRV
Remove HLSL/GLSL compatibility funcs
Delete unused Gather4Red macros
Use normal precise keyword
Piss off Dx9Sampler
What the fuck is SV_ScreenPosition, delete pre SM 4.0 semantics
Unused tessellation macros
vr_cubemap_fog include common_samplers
Fuck these Front/BackFace macros
Useless redefines
vfx_vulkan: actually fail if any of this validation fails, add another validation check for binding ids
vfx_vulkan: improve error feedback
Remove domain/hull shaders (they weren't working, Valve already deleted them, compute better)
vfx_vulkan: never disable optimizations, this was fucking spirv-reflect and the compile time difference is minuscule
Don't have a different fastMode shader compile, it doesn't do anything now
Matching register offset check in AddSamplerStateVariableToCommandBuffer, same as SetSamplerStateValueFromVariable (prevent oob write)
Bind some default shader resources to prevent crashes, this stuff shouldn't be hit normally so warn/assert it's likely solved by a shader recompile otherwise yell at me