14,460 Commits over 1,614 Days - 0.37cph!
Add namespace_name to antlr grammar so that we can do "type Class::Function()" definition instead of defining all in class itself, we should just let it accept any HLSL
SendRateMin/SendRateMax tweaks
Tweak default encryption settings
Tweak delta snapshot send mode
This should have same treatment as SteamLobbySocket to be thread safe
Fix Shaders-Build.bat actually rebuilding all
Humans: improved WalkFast_N
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants
Fix mesh component export
Drop a breadcrum when playing audioplayer to get a clue on what's being played if there's a crash trying to open it
Use ResourceControlWidget for Animgraph
Delete ResourceProperty
Fix sort mode on publish page
Delete EnumProperty
ListControlWidget now supports multiedit, only showing matching indexes
Add and Remove buttons now work when MultiEditing a List
Added support for re-ordering lists during a Multiselect
https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4
Right Click -> Duplicate now works on Multiselect Lists
Fix possible NRE in PathWidget
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197
https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
Don't use bind system for these control widgets, feels like the old way of doing things
There's a typo here in ModelRenderer.LocalBounds
Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired
Santa jacket uses neck_clothing bone to minimise twist deformation
Make this readonly list so it can't be fucked with
Allow AssetType to get all file extensions, primary and additional
Remove hacky fix for image extension tags, do it properly
Santa jacket/trousers lods (human version)
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174
Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175
Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys
https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png
Santa jacket/trousers lods (citizen version)
Make sure turning direct/indirect lighting off still works on managed lightbinner layer
memdbgon.h doesn't belong in a .h file
Lightbinner layer managed
Fix ObjectHighlight.shader
Wipe my ass layer doing nothing
Unused Occlusion query layer
Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline
Tiled culling in managed render pipeline
Depth only prepass very likely doesn't need lighting constants
Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845
Fix undo for envmap probe bounds
Fixes sbox-issues/issues/7181
Remove last few cloud references from core files
Fix console collapsing different stack traces
Remove the need for BoolProperty
Remove the need for IntProperty
Remove all property editors not directly used in code still
Move particle control widgets to Widgets/ControlWidgets, make ParticleFloatConfigPopup inaccessible, only the control widget use it
Delete AudioDistanceFloatProperty, just have AudioDistanceFloatControlWidget
FolderProperty -> FolderEdit, Move FolderControlWidget to tools addon
Delete PropertyEditorWidget
Make Join Game work through Steam
Depth downsampling -> managed render pipeline
Don't show "Include Source Files" checkbox when publishing type that always includes their source files (libraries)
Fix mass center override gizmo not updating when not dynamic (editor forces rigidbody to static)
Prefab file loads cached scene on post load if needed - Fixes prefabs referenced in resources not loading the prefab scene
Set TSPEC_TEXTURE_GEN_MIP_MAPS on RenderTargets with mips
Whitelist error event analytics
[ThreadStatic] AccessControl.Location because we test types in multiple threads and this was gibberish
Use Span instead for Memory to pass Transforms to CommandList.DrawModelInstanced