14,105 Commits over 1,583 Days - 0.37cph!
On SteamMatchmaking_OnLobbyGameCreated, leave current GameLobby, should resolve players getting booted out of newly created games one by one
Fix blendable only showing one channel
Warn when trying to save outside of search paths instead of NRE
ShaderGraph: Add subtract node
ShaderGraph (#807)
Merge Shader Graph https://files.facepunch.com/layla/1b1711b1/sbox-dev_Z6Mk0xaaSB.png
Use text-overflow in has-latest ChatEntry, fixes user messages spanning the whole screen :flushed: https://files.facepunch.com/devultj/1b1711b1/sbox_RQipXQ40dm.png
Don't shrink the player count on server & lobby widget entries
Add support for text-overflow css property (#803)
text-overflow is now supported with `clip` or `ellipsis`
Cleanup Shader ID preview, add more preview modes to tools UI
Assert CSceneObject::ClearMeshInstanceData if owner
CSceneObject::DestroyMeshInstanceData() for owned data
Avoid dynamic alloc for scene object tags in most cases
vmat build (.vfx -> .shader mainly)
citizen compile: I think Max may have pushed whilst this was referencing some WIP stuff?
Don't use [CanEdit(SomeType, typeName)] for all SomeType properties
Unless typeName is just "sometype"
https://files.facepunch.com/ziks/1b1711b1/5BoYCf6102.png
Fix CUBEMAP_REFLECTIONS debug view on both material api and valve code, needs a full shader compile
Remove ShaderIDColors list, shader id colors list is generated procedually, add baked lightmapping debug modes to material API
Recompile blendable with latest changes
Add the ability to fetch the world mapping dimensions in shaders
`int2 g_vWorldMappingDims< Source( MappingDimensions ); >;`
Render state overrider
Merge pull request #804 from Facepunch/render-state-override
Automatically override render states for shaders
You no longer need to define `DEPTH_STATE_ALREADY_SET`, `CULL_MODE_ALREADY_SET`, `STENCIL_ALREADY_SET`, `BLEND_MODE_ALREADY_SET`, `COLOR_WRITE_ALREADY_SET`
Tools: Support `Editor( "tags" )` which internally uses TagEdit - and give TagEdit a default convertor if one is not set
Use TagEdit on entity inspector https://files.facepunch.com/devultj/1b1711b1/sbox_4i2cOMCa2n.png
Darken directional AO results a tiny bit to have better contact
https://i.imgur.com/rLmUM0I.png
Fix most debug views
Start and stop snd_event_alignedbox sounds based on range, we only want to play sounds that can be heard
Fix tangent generation not working correctly for ShadingModelValveStandard, fixes directional lightmaps looking messy on custom shaders
https://i.imgur.com/JlZGHHH.png
ModelEntity.(Local)Position/Rotation affects all physics bodies, not just the first one
sboxgame/issues/issues/2916
sfm: embedded c# asset browser
sfm: fix drag drop assets from asset browser
sfm: resolve drag dropped cloud assets
https://files.facepunch.com/matt/1b1611b1/sbox-dev_rr6iJVzPcd.png
Remove S_TRANSFORM_CONSTANT_BUFFER
Citizen: added a fourth, head-only LOD level (see commit comments)
Head_LOD4 further reduces the tris count, but most importantly completely removes the eyes. This means one less material called, which, in turn, means one less draw call per character at very long distances.
Project Creator: When creating project from template, exclude directories starting with period (.git, .vs, etc) while making sure to include .localization
Add IComponent.Name, set it when deserializing prefabs (since we're storing names already) - fall back to DisplayInfo name if not set / created in code. Use IComponent.ToString for EntityList.ComponentNode
Rework Int/FloatProperty drag value change
Works much better for ints now, faster value change when further vertically from the slider (rather than changing speed from top of the screen)
Add special character validation to package ident
Fixes mouse clicks getting eaten when they shouldn't
concrete bollard
base adjustments
metal wheely bin
-revised textures and bake
-revised physics shapes
-revised hinge behaviour
- lods
Merge branch 'master' of sbox
Fix scene model flex overrides not being properly initialized
Add abstract AnimationSequence API that both animated entity and scene model can use
Implement AnimationSequence for scene model
Add animation picker to assetpreview to test API (if we want to keep it) https://files.facepunch.com/layla/1b1411b1/sbox_uS7rxaNYTg.mp4
Revert test
TypeForwardedTo AnimationSequence (hopefully fix managed test failing)
oil_drum asset refinement
Texture refinement for explosive variant
Made standard oil_drum tintable
https://files.facepunch.com/jason/1b1411b1/sbox_LvPBiOXunc.png
https://files.facepunch.com/jason/1b1411b1/sbox_6BMn8GfRPN.png
Added Copy/Paste Path options to Asset/Resource properties
https://files.facepunch.com/rubat/1b1411b1/ea0OY53sKZ.png
Also fixed resource properties context menu not functioning.
LODs for Loose Jeans
+ some adjustments to previous LODs
Fix self illumination emit light where it's not supposed to
Supporting INetworkSerializer types as RPC parameters
[Predicted] Support for BaseNetworkable and Components (#794)
* Initial commit
* Iterate through BaseNetworkable properties too
Use high resolution texture for self illum mask
Swallow game input if window recently became active
Make sure FriendEntry Status doesn't get too long - made some minor style changes to FriendList
Make the party owner send a command to their party when creating / joining a game lobby. Party members will then try to join that lobby
Don't set "lobby" presence data for parties, since we're using this to join games / game lobbies, it'd show up for parties and upon joining would break your state
Make sure anyone who isn't the lobby owner can't kick members
Use in-place upgrades where possible in static fields
Fixes #790
Some extra safety in DictionaryUpgrader
For handling in-place upgrades if key hashes change
Re-add lobby kicks (party, game lobby)
Fix graphic settings changing volume