14,046 Commits over 1,583 Days - 0.37cph!
Remove references to vphysics2
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
New Outfit Piece! - Hair Net
https://files.facepunch.com/daniel/1b1111b1/sbox-dev_0eon8tFPlK.jpg
Now you can dress up as a fry cook at a fast food restaurant.
LODs coming asap!
Highlight asset list folder when selected
Fix baseitemwidget drag hover and drag drop logic being backwards
Don't try to make Application.CursorPosition fractional (fixes not being able to click on stuff on another monitor)
Add Application.CursorDelta to make having a smooth cursor delta easier with a highdpi monitor
Use CursorDelta in SceneEditor first person camera
Fix error when dragging asset into its own folder
Gizmo Sprite shader
Customised gizmo line shader
Don't try to set property in PropertyDescription if it doesn't have a setter
Maybe this will fix the matrix menu
GameResources can load private properties marked with [JsonInclude]
Add GameResource.GetReferencedPackages()
New Outfit Piece!- Chef's Apron
https://files.facepunch.com/daniel/1b1011b1/Screenshot%202023-10-09%20173401.png
Lods and adjustments to skinning coming ASAP!
When saving a GameResource, also save a list of packages that were referenced
FixResourceNames is unsued
Trace startpos fix
Fix capsule trace StartPos
r_tiled_rendering_depth_cull: Better to flag it as FCVAR_NONE for now
Move specialized parts from renderpipeline into their own files, implement dynamic reflections into procedurallayerrender
Add depth downsample layer, replace CVrComputeShaderRenderer with generic one
Cleanup dynamic reflections layer
Move depth downsample to it's own neat layer, use specialized depth resolve for another image format
disable depth cull for tiled rendering while I figured why certain tool views can't resolve intermediary depth, temporarialy fixes lights and cubemaps on Scene editor
Vulkan compile for depthresolve_cs
Remove r_resolution_scale not referenced anywhere
FPArms: update shared sprint anim
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
Don't use file scoped classes for input action cells, ends up codegenning a really shit name for them and makes stack traces worse to read
Editor: Add inline text editing for input action name and group
https://files.facepunch.com/tony/1b0911b1/sbox_Pa9V155XnL.mp4
Can get physics hull edges (for debug renderering)
Can get triangles from physics mesh
Add some faster line drawing functions to gizmo
FPArms: add sprinting anim to punching animgraph
FPArms: remove hold adjustment sequences from adjustment prefab
Start exposing CPhysAggregareData
PhysicsGroupDescription can get a list of parts, and their parts
Add Gizmo.Draw.LineCylinder (sucks)
Add BodyPart.Transform
PhysicsTrace supports Capsule trace
FPArms: added weaponless sprint animation & renamed existing shared run/sprint anims
Make physics trace operate identically to game trace, diagnosing bbox vs sphere https://files.facepunch.com/garry/477f5e8e-920d-4eea-977b-b1404b4a632e.mp4
PhysicsTrace.EndPoint fix
FPArms: added shared holster animation
Start the editor with the previous saved log level (e.g tracing stays on)
Fix events not running on instances where they have events on the base and derived class
Fix MeshTrace result not returning good defaults
EndPosition is now the hit position if hit, non hits have endposition and distance set
Delete the sceneobject RayTraceObject straigt away
Hang watchdog -> tools stall monitor
Splash screen is stall monitor main thread window before editor opens
Don't remove an event instance - even if it's throwing errors
Event system unregister (#1291)
* Rewrite event system to lift and sweep
* Enroller calls unregister before hotload, register afterwards
Add PhysicsCallback class
Add PhysicsShape.IsTrigger
Handle IsTrigger in collisionfilter
CollisionEvent callback stub
implement > < operator overloads in TimeSince/TimeUntil
Move vphysics into engine2
Remove deprecated renderingpipeline stuff that was never even used
Snap angle works under 1.0
Add SerializedObject.OnPropertyChanged callback
Hammer: float snap angles and some more presets
Chefs hat LODs and adjustments to boxing boots
More safety in JsonSerializerOptionsUpgrader (#1287)
Fix asserts showing as errors in intellisense
Delete loads of random shit from game
Don't explicitly set MultiProcMaxCount, defaults to # logical processors (which is 96 on our build server) - compiles 15% faster locally for me
Add BBox,FromBoxes, BBox.FromPoints
Fix possible exception in ConcurrentDictionaryUpgrader (#1287)
Possible fix for first error in #1287
I couldn't repro, but it's possible some serialization was happening
during a hotload to cause this.
Don't run Program.Main if package is local. The assumption is that they'll be using scene view so that's controlled by the editor.
Allow provide message with Assert.NotNull, IsNull
Ignore sln, lutconfig, lutignore when publishing
When can't find active package, print a list of packages that it can find