14,094 Commits over 1,583 Days - 0.37cph!
Support for multidimentional arrays on vfx
Use HDR fog clipmaps
https://i.imgur.com/0HtWKID.png
Rubikon: Optimizations for traces and volume queries through the broadphase from Dirk that is meant to be 30-60% faster
Lets try rewriting generated razor syntax again
some documentation corrections
markdown style adjustments
Slap DefaultValueAttribute on DevCam values that can reset
Because we don't have syntaxrewriter on razor pages
Dotted Dress Outfit Piece
Skinning fixes and LODs coming ASAP
Revert "Generate Razor pages before running Syntax Rewriter"
This reverts commit 132f573ddbdf8e42755e08aa0aad41de9cc5d1b4.
DevCam reset also resets FOV
Added Slider.Default property (razor), middle mouse click will reset to it if set
Generate Razor pages before running Syntax Rewriter
Gives us DefaultValue attributes on generated classes
Added 'onlyOwn' argument to TypeLibrary.GetPropertyDescriptions
Defaults to false, optionally returns only non-inherited properties
DevCam reset options
https://files.facepunch.com/rubat/1b1711b1/5ALR2QNbDc.png
Middle mouse click also works to reset individual sliders
Fix css filters not accounting for margins
Enabled simple markdown for asset descriptions (no images/links for now)
Apply scaling to text stroke width & line height
Add Typelibrary.GetMethodsWithAttribute
Add ThumbnailRenderAttribute
Add IResourceCompilerContext.def
Add Asset.OverrideThumbnail( pixmap )
Prefabs have thumbnails!
https://files.facepunch.com/garry/b3633834-6291-42da-80d3-d51924e0a2fe.png
Move ThumbnailRendererAttribute
Fix predicted network and predicted local swap. Only store and restore predicted child networkables if we should based on network / variables flags
Restore functionality to remember ConVar values between hotloads. Don't remember values if the ConVar isn't our host type
Move ConVar generators to ConVar folder. Add ConVar.Engine file to generate backing field + set underlying ConVar value for tool ConVars. Don't do any generation for engine ConVars if we aren't a tools package. Similarly, don't do any generation for other ConVar types if we _are_ a tools package.
Merge branch 'master' of github.com:Facepunch/sbox
Move stereo rendering to GameDebug menu
Add Visualize Scene Objects to GameDebug menu
Added a bunch of debug view options https://files.facepunch.com/garry/6a9d8907-6204-4a78-8856-49eab947739f.png
Minor documentation pass
Handle JSON parse errors when reading .meta files by displaying a warning
The warning displays which file exactly failed to parse
Disallow adding duplicate tags with TagEdit
Also adjusted its styles to not have extra margin on its left with no tags added compared to a default text entry
Added SceneObject.ClearMaterialOverride & Vector3.RotateAround
Prefab adds component after deserializing so variables are set before Activate is called
Prefab Component - default values
Name the new component after its type
Add ModelPhysicsComponent
Remove ConsoleSystem.HasSwitch. Make CommandLine internals visible to Sandbox.Server
Add ConVar.Server + ConVar.Client generators so setting these properties from their respective realms will update underlying ConVar
Update ConvarReplicated to match ConVar.Menu/ConVar.ClientData naming for consistency
Update generator class names for consistency
Add ConVarClient/ConVarServer visit property calls to worker
Don't set ConVar value from game setting default if we have a command line switch
Fix commented out logs so we can use them in future
Remember values from hotloads again (for now)
Comment out RememberValue again for now until I have a solution
Merge branch 'master' of github.com:Facepunch/sbox
Add RenderColor to prefab model
https://files.facepunch.com/garry/627ef066-e1dd-4a07-a2ed-5797dae530fe.png
Dry Suit Outfit Piece - extra files for chest rebreather
Add SceneCamera.Worlds (for adding multiple worlds)
Plumb renderpipeline so SceneCamera can add its extra worlds
GizmoInstances create and maintain their own SceneWorld
Add adjacency primitive types for geometry shaders
(cherry picked from commit 12e636476fd0e6190834331b7a51a53b4564f84b)
GetPositionOnPlane draw plane when hitbox.debug
Fix position gizmo arrow wrong plane
WebSurface's in-browser navigations will update the current url
Resolves sboxgame/issues/issues/2977
Fixes razor <style> blocks sometimes failing to update
We'd cache all stylesheets that occur at runtime then fail to update when trying to return to a stylesheet that existed previously, even if it's different than the block's present stylesheet. Resolves sboxgame/issues/issues/2999
Editor: Seek for .vmap, not .vpk - also strip .vmap from name if it's found when trying to play from a launch configuration
Disable video settings in editor mode
Editor: PackageSelector shows text explicitly if we've picked a vpk, or are using <empty> for maps https://files.facepunch.com/devultj/1b1311b1/sbox_0VDj0FzBtZ.png
ThreadStatic tag builder in Trace.From. Todo: look into thread safety for traces(?)
Merge branch 'master' of github.com:Facepunch/sbox
Further main menu style adjustments to not cut off icons
Placeholder icon for local gamemodes in server list
So it doesn't appear like something broke during icon loading
Disable "Open in Hammer" option for disabled map projects
Asset Browser with list view now also displays asset path in status bar
Try to reduce forced sizes of docked editor panels after restarting the game
Fixed Utility.VoiceRecording not working for paths with spaces in them
Handle errors for Sound Asset Picker when voice recording fails
Fixed server browser styling
Fixed front page server browser icons being cut off when server name is too long
Fixed long server names in the full server browser overlapping the map name
Menu: Add package_background fallback image for EventWidget
Update vfxcompile, less mpi shit, simpler parallel processing loop
Up MAX_LOGGING_STATE_COUNT from 128 -> 256, this is per thread and vfxcompile will have a main thread + 128 worker threads
Menu: Fix NewsWidget NRE if we've found no blogs (for if we have ingoing or outgoing connection problems)
readme: troubleshooting long paths
shaders workflow: always upload artifacts even on fail
shader workflow: can force build all
Add -renderdoc cli option for early renderdoc hooking
Don't needlessly set g_TransformBuffer or g_TiledLightBuffer on Submit, already set on init
ReadVfxFile: don't open file twice to skip bom, don't skip non utf-8 boms cause that's not gonna work
PrefabEditor: Categorize inspector properties by CategoryAttribute, where uncategorized entries float to the top https://files.facepunch.com/devultj/1b1311b1/devenv_QqSMMmeJMz.png
PrefabEditor: Added ScrollArea to both entity / component property inspectors https://files.facepunch.com/devultj/1b1311b1/sbox_haO3R72BW6.png
Range check indices in PhysicsBody.AddMeshShape, throw exception on failure
Ship compiled Complex with POM
Update lightcookie slices rendering incorrectly when a slice is removed, fix it running 16x times more than needed too
ShaderGraph: Revert changes to ScreenPosition node which made it do something completely different and add common accessors to it (xy, z, w)
Add ScreenCoordinate node which is what ScreenPosition was changed into doing
vfxcompile can specify -threads
shaders workflow uploads symbols
Add parallax to complex, also add lighting offsetting to it
Package.FetchAsync can skip cache
This reverts commit e04575555373f3d6faca204fe56d705a9aaa95be.
Revert LineEdit change (controls should only signal changes when changed, not when first set)
Change how errors are displayed in project publish
Hide prefab/prefabguid in entitycomponent in inspector
ModelDoc: fixed crash when clicking any node