14,092 Commits over 1,583 Days - 0.37cph!
Documentation pass on Sandbox.UI
Fix documentation updates for base/editorbase dlls
Fix specifc shaders github action job referencing from the shader yml
Fix two lobe speculars not normalizing it's brightness (Skin glowing on dark)
https://i.imgur.com/pua5PV8.png
Remove a camera's RenderHooks when it's destroyed - fixes effects lingering in other games
Documentation pass on Sandbox.UI and other stuff
Obsolete more HTML template methods
Fixed UI.DropDown (<select>) not working from Razor
Handle encountering MethodBase operands in GetStackDelta
Remove unused PrepareDeletion from physics body
Drag'n'drop is able to find compiled assets
Fixed up Hammer ImagePlane
Use real file extensions for Asset List drag'n'drop
This helps with Hammer's ImagePlane to get the correct file extension, and also just makes sense.
More null checking in broadphase update
Don't purge shapes when removing body
Added toilet_a
Added toilet_a vmdl + physics prefab
Added ceramic.surface property + hooked up ceramic/porcelain soundscape files
Merge branch 'master' of sbox
Rubikon: Null check shape owner in a few places, should fix some crashes but remember to find out why this is happening, because it shouldn't be possible
When breaking a prop, play breaksound from the root physics body if we have one https://files.facepunch.com/devultj/1b0511b1/sbox_N8dwUF251P.mp4
Rubikon: Use uint32 storage for touching ent pairs, fixes this hashtable from reaching max capacity when many objects are colliding
Rubikon: Add some error checking in broadphase update
Crack down on warnings in Sandbox-Engine
More helpful error message when trying to get default value of new field
Warn rather than throw if a dictionary key becomes null
Failing test reproducing #933
Warn when unable to find a scope method, instead of error
Fixed error delegates causing an error themselves on upgrade
Fixes #933
Don't use tools vis shading mode if we're not using a vis mode, fixes shader graph preview
ShaderGraph: Add vertex color node
Fixed a regression with assets not loading from base tools addon
Fixes Hammer/ModelDoc tree view styling
Update these 2 mats that still keep recompiling
WIP: ShaderGraph Comments (#907)
* WIP Shader Graph Comments (some funky QT stuff going on though with GraphicsItem?) https://files.facepunch.com/conna/1b2211b1/sbox-dev_hfZT4FhruD.mp4
* Add select color choices for comments
* Add description field too for tooltips
* Jiggle position and reset each update to force a redraw and update hitbox (temp)
* Snap to grid on resize
* Let static RPCs be nested in other static classes
* WIP Shader Graph Comments (some funky QT stuff going on though with GraphicsItem?) https://files.facepunch.com/conna/1b2211b1/sbox-dev_hfZT4FhruD.mp4
* Add select color choices for comments
* Add description field too for tooltips
* Jiggle position and reset each update to force a redraw and update hitbox (temp)
* Snap to grid on resize
* Call PrepareGeometryChange when resizing
* Hide Comment Node, add seperate Add Comment option always on top
* Update colors + add new one
* Show description inside the box
* Selecting a comment normally will automatically select any nodes inside of its bounds
* Better selection handling for nodes inside
* Added layla's resize stuff + KISS approach to selecting children. click the box selects whats inside.
* Comments take priority for Property display
* Deselect current nodes when pressing on comment if not already selected
* Use LeftMouseButton instead coz it exists and it's nicer
* Always keep inner nodes selected (check last mouse down)
* Remove drag indicator from comment as not needed now
* Comment UI tooltip updates when title/desc changed
* When dragging a comment node on top of another comment node, alter its z index so its on top of that one
* Greatly increase the max comment node size
* Fix layering
* Better layer system + normalize layers
* Can just drag a comment node to select and drag its contents too. Double click a comment node to select only the node itself
Rubikon: Use growable stack for dynamic tree query and casting, fixes crashing with many overlapping object and is generally safer
Sandbox.UI.Panel documentation
adding concrete material variation
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Added failing test reproducing #929
Stricter test for #929
Fixed #929
Fixed IServerDll hotload not being able to resolve package assemblies
Fixed ReflectionExtensions.ResolveType
Used to not respect the assembly load context of the target module
Prevent game crashes when overflowing string tables
Add tooltips to sound preview buttons
Adjust VS project names for built-in editor addons
Move tools.package.loaded event to ToolsDll
Fixed obsolete warning
Fix not updating layout on screen scale changes
Remove Panel.SetNeedsFinalLayout
Remove PanelStyle.sortedRules, no need to reverse AllStyleSheets
Build style rules in parallel (prevent ui hitching)
HashSet benchmarks
Remove SFM/Dota/Etc stuff from rendering pipeline (#904)
* Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it
* Delete all code, shaders and dependencies from other rendering pipelines
* Rewrite visualize_physics without deferred and deprecated stuff, also fix a bug with depth sorting
* Fix references to old pipelines on remainder of shaders
* Fix debug_sunshadow, update all_shaders list and delete compiled shaders for stuff we don't use anymore
* Remove HSL Grain and old Volumetrics from SFM, note that SFM lights already cast volumetrics in our pipeline without that
* Fix crash on moviedoc on maps with volumetrics
* Revert deletion of debug_sunshadow_vis.vmat
* Put RecoverWorldPosFromProjectedDepthAndRay on shared code
Make asset browser custom asset types refresh on tool compiles again
EditorModelAttribute: strip _c from path
Rubikon: Ray cast optimizations against meshes from Dirk
Tools always load local packages on active
USP fixes
normal error fixed
bodygroup setup improvements
USP Match Pistol
art pass for the USP pistol
includes viewmodel and worldmodel meshes
https://files.facepunch.com/rickgreeve/Vs3XVgXn2y.jpg
Fix loading addons in tools registering their events + cleanup Hammer package integration
Give menu addon an asset path again
Fixed project templates listview getting cut off https://files.facepunch.com/devultj/1b3011b1/HVoY9GSNkU.png
Mark some of our base libraries without HasAssets, hide them in asset browser - I'm not too sure about including base just yet
Fixed game window drag'n'drop being an error with multiple files
sboxgame/issues/issues/3017
Quick fix to Monobrow grey .clothing file profile picture
New Hair! - Big Scruffy Beard
https://files.facepunch.com/daniel/1b2911b1/sbox-dev_MvCKICBk1H.jpg
Include assembly name in type identity calculation
Fixes a rare issue when there are multiple types with same full name.
sboxgame/issues/issues/2939
Group Proxy preview updates when editing Transforms in the property sheet
sboxgame/issues/issues/2990
When finding dependant assets always search the same path first before any other
Fixes a case where the assetsystem would get confused and infinitely recompile an asset if it had a dependancy across 2 addons, e.g:
dm98's dm_crowbar.vmdl depends on crowbar01.fbx which exists in:
1. addons/citizen/models/citizen_props/crowbar01.fbx
2. addons/dm98/models/citizen_props/crowbar01.fbx
Now it'll always favour 2 because it's in the same addon
adding concrete hotspot mat/texture, updating bricks texture for tiling continuity
Merge branch 'master' of sbox