13,168 Commits over 1,491 Days - 0.37cph!
Fixed mix-blend-mode not working
Fix mix-blend-mode not applying to layer if using filter:
Fix filter: blur box cropping
Update Facepunch.ActionGraphs
Fix scene ref node output type for prefab root objects
Remove unused hidden nodes when saving graphs
Fix node reachability visual
Update Facepunch.ActionGraphs
Add face mode to trail renderer, same as line renderer
Make hotload_fast persist
Add Fast Hotload option to editor preferences
https://files.facepunch.com/ziks/2024-09-17/sbox-dev_iWfk25clOn.png
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Fix possible error when editing action graphs within sub-objects
Scene ref node handles !IsValid better
Serialize destroyed GameObject / Component references as null
Remove debug
Specifying "Target Game" in addon project type will download and mount that game
Human: more skinning tweaks
Leaving note about pLayer->OverrideFrustum
Fix stylesheet multiple watchers, add test assuring that updating stylesheet removes older styles
Fix not removing shadows when resetting styles
This optimization is bullshjit
IsDefault doesn't need ToLower
Human: more skinning adjustments, implemented elbow/knee helpers
Tweak SerializedObject system so NoteChanged only gets called for the property that changed, and it cascades down - instead of every object on the way down
ISceneEdited get a consistent "path" to the changed property
When changing position/rotation/scale of bone, automatically become procedural
Undo deserialization updates objects rather than delete and replace
Old OnEditLog undo tries to use new go/component localized system where possible
Fix out of range exception
Support facing camera or normal in line shader
Add face mode camera or normal in scene line object
Add Vector3.Slerp/SlerpTo
Add face mode to line renderer so it can face normals defined by point rotations https://files.facepunch.com/layla/1b1511b1/sbox-dev_2MiwGSz4bX.mp4
Use safe scale in Transform.ToLocal and Transform.PointToLocal so that it cannot produce NaN or infinity values. This fixes a bug where a child of a parent with a scale of 0,0,0 cannot set position programatically without the position being infinity. It should also fix any other issues with NaN values where ToLocal is concerned (such as GameTransform) in cases where any component of scale was 0.
Revert "GameTask.DElay handles Time.Now resetting to 0"
This reverts commit 7da7fedc23b6b20265341777b382ae0eb1627fc1.
Override custom projection matrix with VR projection matrix
Add VR to config
Decibels are obsolete, hide them everywhere
GameTask.DElay handles Time.Now resetting to 0
Cleanup Api
Flush stats/events/etc on shutdown
Fix citizen eye ao not morphing
Clean up morph controls
Invalidate background render when box size changes
Enable autoexposure for other tonemaps
https://files.facepunch.com/sam/1b1311b1/sbox-dev_mAXJ3CQmYe.mp4
We were multiplying BRDF twice making envmaps look awfully dark
https://files.facepunch.com/sam/1b1311b1/E8pK9UTpn4.png
Remove unused sceneobject stuff
Merge branch 'master' of sbox
Don't invoke change callback when loading or deserializing (Fixes Facepunch/sbox-issues#6406)
Make sure CodeGen is using global:: for everything - add a unit test to confirm
Fix exception when downloading file
Fix exception when trying to load asset resource
Fix NRE due to hotload making a component null in undo
Fix NRE in CubemapFog when no SkyBox2D
Fix NRE when trying to update network file but file was deleted
Fix exception when pasting components
Fixed exception when cancelled loading
Warning not error when fetching stats fails
Merge branch 'master' of sbox
Humans: updated rig, polished skinning, forked off most VMDL prefabs
Added Sensitivity to Editor Camera Settings
Avoid directional lights clipping with world with a reasonable value
Ensure proper number of maximum simultanious updates for EnvMapProbe dirty updates
Destroy buffers properly when deleting lightbinner
Move s_LightList out of singleton to the CLightObjectDesc, make other light-like object descriptors use CUtlVectorFixedGrowable instead of linked list ( trashes the cache while iterating ), all of them should be consistent now, use a single light descriptor for all light types
Tiled Culling Renderer buffers shouldn't live in Lightbinner, but instead on CLightCullingRenderer itself since they're rendered per view, so we just reuse that memory, Lightbinners are allocated in a pool, so all that memory was wasted on GPU, remove wasteful copy of binned lights on tiled light callback
Don't generate shadow frusta for unshadowed lights
Separate shadow generation, both shadow maps and the viewproj we pass, into SetupShadowsForLight in Lightbinner, when we do bindless shadows and lightbinner caching, this is where to look for it
Go back to do a copy of current light list for CLightCullVisibilityReadback, callbacks can have latency longer than one frame and that list could change
Cleanup, fix mixed logic for shadows
Fix lights and their cookies not being able to rotate on roll
Fix error reporter not initializing
Fix exception when undo'ing changes to objects with NotSaved
Fixed CustomProjectionMatrix (and broke vr rendering cc @xezno )
Whitelist System.Linq.ImmutableArrayExtensions
Whitelist System.ComponentModel.INotifyPropertyChanged
Whitelist IAsyncDisposable
Whitelist ICustomAttributeProvider
Whitelist SemaphoreSlim
Support trace hit position for sphere casts again
Add SkinnedModelRenderer.Parameters for better API to set animgraph parameters and show the parameters in inspector https://files.facepunch.com/layla/1b1211b1/sbox-dev_GElUzo5Kpn.mp4
Add stub GBuffer.hlsl for DepthNormals() mode and move ToolVis to it's own file and class so it's not a mess, aiming to remove ToolVis() mode, S_DISABLE_SPECULAR_HIGHLIGHTS not referenced anywhere
Add CameraComponent.CustomProjectionMatrix
Library Assets/Code folder is mounted accessible to game context
Update sweeper project with defaults
Update cable.vmat_c
Fix GameTile rebuilding constantly
Panel scrolling doesn't need PreLayout
Cache whether styles are in the rebuild list
Faster SetChildIndex checks
Game controller rewrite (#1664)
You shouldn't experience anything different other than you shouldn't run into any problems. Let's see how long that lasts 👀
Put LONG obsolete method back again so tests pass because someone is still using it (grr)
Restore functionality to clear interpolation over the network with new system
Optimize ModelRenderer.Tint
Fix MetaData.Get error
Warn in TcpSocket when there's a socket exception on connecting
Fix startup exception when not using Gregorian calendar
Don't report errors created by us, in non retail builds
Cancel launcher fade in if they already closed the window
Inspector component edits use nicer undo system instead of whole scene