14,049 Commits over 1,583 Days - 0.37cph!
Texture loaders ignore query string when evaluating what to do with it
Add Package.VideoThumb
Update first_person_arms_punching.vanmgrph_c
Fix label's size, use self now that it's not a child
Set hostname when creating a game from menu
Fit edit/delete button icons in input actions page
UI: Don't cut, copy or paste if alt is held
Windows interprets AltGr as ctrl+alt, some keyboard layouts use AltGr + x/c/v for characters
sboxgame/issues/680
Impl VideoPlayer.HasAudio
Remove GetShaderFullPath legacy shader replacement hacks, nothing should be relying on this
encoded_normals.fxc fixes
postprocess_standard_p*.shader fixes
Fix VideoPlayer.IsPaused flicking on and off when seeking (stream will temporarily unpause when seeking)
Fix video player Duration and PlaybackTime
VideoPlayer: Allow playing videos from URL in both overloads
SliderControl: call OnValueChanged when dragging
Add VideoPlayer.Muted placeholder
Failing test reproducing #1027
Fixed #1027
There might be other reasons why methods won't resolve, will re-open if we encounter that
Get rid of "avataranimated" reference in Avatar.IsAppropriate
Don't create tools triangle list for runtime meshes for now to investigate crash
VideoPlayer: Default input format to mp4 if no ext specified in url
FPArms: clamp to 4 bone/vert & get rid of FBX re-import warnings
FPArms: updated first person arms rig (see commit comments) + updated punching animation set accordingly
The wrist and metacarpal bones were pushed back up by a centimeter. The wrist area deformation is better on either side, and a tiny bit better at the front and back. The metacarpal bones can now deform the entire hand more gradually, creating a gentle curved slope. Some triangulation was changed.
Don't offset the pixel position by the parallax offset for shadowing on complex, causing problems in 90 degree angles
Fix area lights nuking lighting when very small
Perform texture streaming when in main thread render block. We used to return early because we'd get crashes but now we're getting hangs with it, so disable for now and see how we get on.
Check for texture last used before running task
Decode texture frames on background thread
Dispose temp rts on end of scope rather than when we request another one, lets reuse them through the frame, fixes multiple blurs not showing up
Fix crash in attached audio stream due to uninitialized callback
Fuck avataranimated: off and just load the animated version if they have it for avatar: (big and small versions are static)
Avatar loader supports animated steam avatars. Example: url( avataranimated:@Friend.Id )
Per-Project Launch Configs
Remove remaining breadcrumbs of fsr
Update texture frames when needed from bitmap, much safer than pissing around with texture handles (and less vram usage)
Fix debug output
Fix NRE in WildcardPathWidget
Can reference cloud assets from code - https://wiki.facepunch.com/sbox/Cloud_Assets_from_code
Better directional ao curve, update crate01
Moved hotspots and some models to asset party
https://asset.party/facepunch/sboxassets
VideoPlayer: Stop using unique ptr for things that don't need it
ShaderGraph: Palette only displays shader nodes
Fix directional AO falloff looking very faint and let it take ambient light into account for calculating hardness
https://files.facepunch.com/sam/1b0911b1/gpBUzR76wN.jpg
Redo and recompile aoproxies of all citizen props
https://files.facepunch.com/sam/1b0911b1/v3nI9nRpR1.jpg
Animated Images (#1074)
Image loader now supports gif and webp ideally used for small animated images like icons, avatars, effects.
Fix minor old assert breaking debug builds
Map missing asset resolver ignores _bakeresourcecache
Remove FSR from renderingpipeline ( been gone from settings forever )
ShadingModel: use classes instead of structs where we have member functions
Glass shader: be explicit with Material::lerp usage
Fix ShadingModelStandard not using adjusted alpha to coverage opacity
Fix ProjectRow's menuscreen button deactivating local project when it stopped being visible 🙈
Fixes sboxgame/issues/issues/3332
Fixes sboxgame/issues/issues/3320
Fixes sboxgame/issues/issues/3402
Handle TypeInitializationException during UpdateReferencesInType more cleanly
Tag ILHotload exceptions with `fast-hotload`
Added IHotloadManaged.Failed(), called when an instance couldn't be upgraded
IHotloadManaged tests
WIP: Impact and Scrapes (#1072)
* strip impact sound stuff from native
* put it in c# commented out for implementation there later
* Strip CPhysSurfacePropertiesSoundNames
* Add GetFrictionNotifications() to IPhysicsWorld
* Add FrictionEvent, call c# with friction notifications
* Add OnFrictionEvent c# side, add some log for test
* Add GetFrictionNotifications override to CPhysicsWorld. put note to call shutdownfrictionsounds in entity InternalDestruct for later
* Start re-impl impacts in c#
* Remove some logs, ensure impact sound plays from body position
* Strip m_audioParams / CPhysSurfacePropertiesAudio
* Add ScrapeRough/ScrapeSmooth to Surface sound def, add RoughnessFactor and RoughThreshold
* Reorganize code + implement friction sounds in theory
* Call StopFrictionSounds in entity destruct
* Add friction sound to list.... some debug logs...
* Reverse MathX.approach params (it was this way in native :S)
* Add some stuff to entity similar to StartTouch/Touch/EndTouch but for scrapes - revise later
* Use ScrapeEvent incase we need to add/change params later
* Call it ScrapeEventData like CollisionEventData and move it out of Entity
* Fix access violation
* Test
* Remove ScrapeEvent / Entity.Start/EndScrape stuff for now we can look at that later
Only do ClassFileLocation errors if we're doing a full code gen
Refactor video read thread
Remove unused functions from video player provider
[StyleSheet] should complain if empty and no classFileLocation
ClassFileLocation generation works when relative paths are provided (ie when publish compile)
VideoPlayer: Use swscale instead of filter bullshit
Use mask image for main menu GameGroup