13,173 Commits over 1,522 Days - 0.36cph!
compiled complex.shader_c with stripped combos 259MB -> 102MB... there's more we can do but let's see if anyone whines first
complex.shader: remove F/S_OVERLAY, we have specialized overlay shaders already
complex.shader: drop texture animation, way too specialized
complex.shader: half combos by making S_REFLECTIONS it's own shader variant since it doesn't really use 99% of the other combos
shaders: drop D_BAKED_LIGHTING_FROM_VERTEX_STREAM
complex.shader: combo rules for F_PARALLAX_OCCLUSION (insanity that we added this to this shader)
Drastically reduce unlikely combos by disallowing with:
- Translucent
- Alpha Test
- Cloth Shading
- Bent Normals
- Diffuse Wrap
- Additive Blend
- Detail Texture
- Metalness Texture
- Retro Reflective
Default prefab save directory is the assets root, not the project root
Actually log the result code from SendMessageToUser so can debug issues here
Fix Capsule.RandomPointInside not being uniformly distributed
It was biased towards the middle of the cylinder
Fix Capsule.RandomPointOnEdge
Before: https://files.facepunch.com/ziks/2024-08-05/sbox-dev_XG28kFmoyv.mp4
After: https://files.facepunch.com/ziks/2024-08-05/sbox-dev_7zJYNsOipq.mp4
In minimal game template, add editor code folder
Initialize tonemapper with defaults
NetworkSpawnRemote after all NWOs from snapshot deserialized but before callback batch to ensure references exist ( Fixes Facepunch/sbox-issues#6086 )
Add global:: to generated code for attributes with CodeGenerator ( Fixes Facepunch/sbox-issues#6055 )
Add Sphere.RandomPointInside
Add Capsule.RandomPointInside
Add HitboxSet.Hitbox.RandomPointInside
Http Post retry on connection error
Add Sphere/Capsule/BBox/Hitbox.RandomPointOnEdge
Can use [Range] on fields
When converting a Color to a Color32 if it's HDR then normalize instead of clamping
Expose ParticleEffect.ParticleBounds and MaxParticleSize
We don't use nethost anymore
TextManager becomes TextRendering, exposed function to get cached texture
Destroy wrapper objects when deleting physics world
New physics worlds add a world reference body, this is for things like fixed joints
Better document lightbinner and add a few asserts
Version tiled rendering if we ever make breaking changes to it's structure, makes sure that rendering doesn't break if we upgrade it in the future
Remove old Application.AllowShortcuts
Don't wrap cursor when holding middle/right mouse button in 2D editor view
Don't show editor keybind warning when empty. Resolves Facepunch/sbox-issues#6074
Make AE_CL_BODYGROUP_SET_VALUE work
Citizen: re-enabled upper body component of the lean layer
Fix mistake in quaternion exp, causing Rotation.SmoothDamp to return incorrect rotation
Fix 2D Skybox "Tint" lighting keeps resetting
FPArms: added "Only_Weapon_no_IK" weightlist
Branch for experimenting and fucking around with networking w/ diagnostics
Test trying to reduce packet sizes a lot
Only do parent rpc if we're network root
Change order here
Go back to reliable test
Test
Reduce initial size
Test unreliable again
Unreliable transform updates test
Prevent calling Msg_ClearInterpolation for ourselves
Fix
drop older updates
Fix
Remove this log
When flushing pending updates before RPC calls - send reliable transform update
Move net stats drawing out into system
Only flush pending updates on reliable RPCs
Some docs
Don't call set parent if we called the rpc
Call these flags Transmission maybe
Some refactor, try to branch out with convar where possible
Make internal for now
Remove net_experiment convar
Network protocol++
Send if unreliable anyway - should be acceptable it'll either drop or not
Removed some empty functions now that they have been moved to Keybinds
Added Position slider to Gradient Editor widget. Also added Delete shortcut.
https://files.facepunch.com/CarsonKompon/2024/August/01_14-22-HalfMoth.mp4
Added warning icon to Editor Keybind widget with tooltip telling you if two binds share the same key(s).
https://files.facepunch.com/CarsonKompon/2024/August/01_13-28-InfiniteHarvestmouse.png
Make Asset Browser use Editor binds since they have no reason to be separate.
Make CTRL+A in Asset List a Shortcut
Add CTRL+A shortcut to Select All in scene
Determine major Key Names from NativeKeyCode before anything else. Fixes non-english keyboard layouts (Facepunch/sbox-issues#6044)
Unset light index mapping uses blank light constants to kill off the light
Added shortcut for pause (CTRL+F5)
Don't use Shortcut as type "Window" when forcing Shortcut . Fixes F5 not being called when game view is in focus.
Be a bit more explicit with CTRL+C/V/X so other shortcuts work.
Don't send Ctrl+C/V/X shortcuts when in a text field (since you probably only wanna do that in the text field). Resolves Facepunch/sbox-issues#6057
Make frame selection behaviour more consistent
Pretty up shortcut hints a bit
Add more context menu shortcut hints
Make TreeView item renaming more explicit, share same rebindable shortcut
Fix shortcuts like Ctrl+Z in ActionGraph
@CarsonKompon let me know if this isn't the right solution here
Set light index mapping if we have a bake light index
Don't cull baked lights
Remove these sdl headers from vpc
Include revision with error report
Prevent merging folders into current directory when dragging
Prevent dragging into same folder
Can now move multiple files from File Explorer into Asset Browser in one drag
Can now resize Editor Keybinds window to see the full list
Added support for renaming folders via the Asset Browser.
Clicking and Dragging Folders in the Asset Browser now updates the asset so it is reflecting the new path.