13,866 Commits over 1,552 Days - 0.37cph!
Fix modal paths still targeting asset.party
Don't normalize AnalogMove when using a gamepad... so it's actually analog
Don't clamp flex override when getting it
Oops, missed this weight clamp
Pass rotation to cubemapper so rotated envmap probes captures are rotated the correct way
Fix Cubemap Brightness Normalization, uses prefiltered envmap instead of spherical harmonics, fixes overbrightened envmaps in dark areas, and increases overall contrast of envmaps
Update transform for skybox envmap
Fix PhysicsBody.CheckOverlap crash when checking overlap against mesh
Hull collider cone and cylinder respect game object scale
Missing null check in NavMeshAgent
Don't clamp flex overrides to flex controller min max
If GameObject isn't valid when trying to call an RPC, call the method anyway but only if we can determine that we have permission to do so - this way we can ensure RPC methods are still not called when they shouldn't be for any given user. (Fixes Facepunch/sbox-issues#6270)
Fixed an issue where if you're Small Fish and disconnect yourself from a created lobby immediately by calling GameNetworkSystem.Disconnect in OnLoad, a TCP socket would remain open preventing you from starting a lobby again. This is because Disconnect is called before the asynchronous method CreateLobbyAsync has finished, so it goes and adds/creates new sockets that never get closed.
Hide 'open x.cs' context menu option for internal components, fixes Facepunch/sbox-issues#6260
Update Qt with GraphicsView point/pixel intersection fixes, fixes #1653
Disable PropertySheetPopup from being modal for now
Fixes Facepunch/sbox-issues#6109
Compile hulls into vox resource https://files.facepunch.com/layla/1b2011b1/sbox-dev_x10cgzGsNn.png
Support opaque fade on vertex_color
Use reinterpret_cast in GetModelIndices
Fix Main Menu NRE when typing in search box
Prevent Toasts from ticking down while you're in a Loading Screen.
Added Main Menu Toasts
Added Toast that pops up after playing a game you haven't yet interacted with. Clicking will open a Review Page Modal.
https://files.facepunch.com/CarsonKompon/2024/August/19_12-04-UnlinedWeaverbird.png
"Create model..." now shows up when right clicking an .obj file
Can now drag folders to/from the TreeView on the left side of the Assets Browser. Resolves Facepunch/sbox-issues#4742
RangedFloat cleanup
* Add Min / Max properties instead of x / y fields, fields are obsoleted
* Max always equals Min for Fixed range type, unlike the old y field
* ToString returns "<min>" for fixed values, or "<min> <max>" for ranges, instead of "<min>,<max>,<type>"
* Parse supports old format
* Can deconstruct: `var (min, max) = range;`
* Add tests parsing old format
Idea for custom writing / reading data to snapshot per component (if it overrides those methods)
Some docs
Explicit ISnapshotWriter interface
Read snapshot immediately - no need for this prop
Dispose ByteStream properly
Rename to INetworkSnapshot
Component.INetworkSnapshot - improve some docs
Dragging a folder on itself no longer recursively creates folders. Resolves Facepunch/sbox-issues#6258
Change spot light comments to let user know cone is in half angles
Attempt to fix video player crash, audio decode is fucky
Added "Recently Updated" section back to Main Menu front page
Added Search Bar and Filter Order to Game Jam page on Main Menu
Don't build faces for empty vox
Revert vertex_color shader for now
Allow vertex_color shader to be tinted
Fix crash in SetFlexOverride
Hide vox preview model in inspector
Disable vox drop object for now
Give engine game resources a chance to load from other resource blocks so we can save binary data
Vox game resource
Vox compiler
Vox asset preview
Modernize vertex_color shader
Vox drop object as model renderer until a voxel renderer has been promoted to engine
Fix vox model bounds
Backport some more gpu profiling for scenesystem
Correct curve for static_overlay custom fog blending for fog HDR values above 1.0f
https://files.facepunch.com/sam/1b1611b1/pl0WF6eu5Q.png
Move albedo chart to bottom right corner, make it scale more aggresively to not take away screen space
Add button to toggle albedo chart
https://files.facepunch.com/sampavlovic/1b1611b1/CkUDe1JWMc.png
Backport scenesystem GPU profiling
Compile shaders with SSR fixes
Citizen/animgraph: first (very) rough draft of melee_weapons holdtype + a couple of minor fixes
SampleLevel so the two shaders that use lighting.fxc on VS can read it proper, let's also start getting rid of these texture macros
Complex Reflections as Devshader
Fix truncation warning on shadingmodel.hlsl
Fix complex_reflections, remove any dependencies to valve code
Use inline reflections for complex
Composite SSR always, might create some artifacts but will be dealt with
Detangle reflections api and document it
Adjustments, fix normals on complex reflections
Fix wireframe render on vertex_color shader
Recompile vertex_color shader, fixes some fog issues we were having
https://files.facepunch.com/tony/1b1511b1/sbox-dev_kRzQ31t3HW.jpg