13,863 Commits over 1,552 Days - 0.37cph!
Fix Module.ResolveType for ByRef types
Caused fast hotload to fail for some methods
Close package modal if we try to open the same one again
Hide library projects from template list
Fix being unable to fullscreen editor windows when there is no open console window, fixes Facepunch/sbox-issues#5974
Add ToString / GetHashCode nodes
https://files.facepunch.com/ziks/2024-07-30/6SrcmglJqF.png
Fix package caching in other thread errors
When copying project template files, allow overwrite
Warn if couldn't make cookies backup
Remove unused
Remove unused
Remove dbghelp.dll from bin folder, see how much chaos it causes
Add volume to VideoPlayer.Audio
Dispose sound handle before deleting managed audio source
Revert "Create a CallbackBatch around Udpate/FixedUpdate/Start, so inner calls don't create their own, and callbacks all get called at the end"
This reverts commit 7dd50b001d043165f5389e4dcb64e8fcbc6faabd.
Revert "Make CallbackBatch 'safer' by making it always require a scene"
This reverts commit f3fdd37d24ebbaf66cbb92b47582e6a12a559532.
Re-apply OnPropertyDirty fixes
It's probably wise to dispose the sound handle of video player when we're done with it
Allow videoplayer audio to set target mixer
Make sure audio plays for video player when playing through URL. Add audio accessor to video player to configure audio playback
Shadergraph: Add toolbar option to open generated shader
Create bone objects for all bones, don't try to filter them out - we just need a better way of filtering out "unimportant" bones for the bone gizmos
Add Scene.RenderAttributes for global render attributes for usecases similar to Unity's Shader.SetGlobal...( )
Terrain buffers are global scene attributes (that actually work this time)
Should use the hierarchal enabled state actually
Prevent wrong event running when Component.Enabled is toggled multiple times per frame
Remove queue system - make minimumState Snapshot instead of Connected for broadcastraw
Initial commit test
Make it not dumb
ToString override
Add name for debug
Output addr
Draw some of the info with gizmos - tho doesn't render in non-editor mode rn
Print network info cmd
net_info includes own connection
Make GetStats internal for now - could be useful public later
Use display name
Unmount tagged "game" fixes maps never getting unmounted and then causing them to not be symlinked next load
Added failing test reproducing Facepunch/sbox-issues#5991
Be more careful about trivia changes in ILHotload code analyser
Fixes Facepunch/sbox-issues#5991
Map objects grab scale from "scales" keyvalue
Don't need to change ext here, it's done in CreateWorld
Add support for number pairs in `aspect-ratio`. Can supply as `16/9`, `4:3` or `2 1`. Resolves Facepunch/sbox-issues#5975
Fix Save All Scenes only saving the current scene
Fix little mistake in FindInPhysics
Fix Component.Destroy CallBacth error
Component.Task returns a cancelled TaskSource if no GameObject
Update sentry sdk from 0.5.2 to 0.7.7, build targeting lowest windows 8
Added Vector2Int * Vector2Int operator since I forgot it
Add Gizmo.Draw.Grid(GridAxis, Vector2) to draw a grid of non-square size
Make LobbyCards look different from PackageCards so it's a bit more obvious that they are lobbies and not the games themselves.
Create a CallbackBatch around Udpate/FixedUpdate/Start, so inner calls don't create their own, and callbacks all get called at the end
Fix NRE in LibraryDetail
Fix NRE in EnumControlWidget
More missing dependancy diagnostics
Reset error report counters between games
Better fingerprinting
Error report unit test
Diagnose startup problems by testing individual assemblies before launching
Allow traces to ignore static/dynamic/keyframed bodies
Report native library not loading as a special exception
SystemInfo has StorageSizeAvailable, StorageSizeTotal
Rename ErrorReports to NativeErrorReporter to create a distinction
Load version info as soon as possible
Move error reporting out of Bootstrap
Catch startup errors
Remove max thread count from pooled dynamic vb/ib, fixing crash when used from too many threads (.net threads with unreliable ids)
Fix NRE in VrHand.cs
Fix NRE in Terrain.UpdateMaterialsBuffer - @handsomematt might wanna check this
Ignore packaged message deserialize errors - assume they're happening while we're joining and don't have the types yet
Diagnose sockets[i] somehow being null
Fix NRE in Input.Process
Ignore NaN positions with a warning instead of an exception
Fix being able to double destroy components
Make CallbackBatch 'safer' by making it always require a scene
Add twist/pull forces to particle effect
https://files.facepunch.com/garry/9f0a0575-f148-46d6-8f1f-75cdb8d1b8aa.mp4
Fix mesh trace fraction, causing incorrect best result when tracing render meshes and physics world at same time
Fix scene mesh block tool not working on terrain, just ignore box drag when bounding box gizmo is pressed
Terrain_Normal: dY was inverted
Reenable terrain specular and recompile it with normal fixes
Terrain_Normal calculates world space normals properly now, remove sobel filter to just a simple bilinear
https://files.facepunch.com/sam/1b2711b1/qNolcysYRH.png
Enable indirect lighting from IBL in volumetric fog shader, can be toggled with volume_fog_ibl_indirect
https://files.facepunch.com/sam/1b2711b1/PIwbCCNGYB.png
Fix MapInstance NRE, add breadcrumbs
Fix NRE in Package.FindAsync
SceneObject: If the model is bad, just use an error model
Nicer exception when __sync_SetValue exceptions
Ship with pdb's to our managed dlls
Fix NRE in SoundEvent.GetNextSound
Retry download after a HttpRequestException
Diagnose NRE in ProcessIncomingMessages
Fix NRE in TickSceneStats
Fix NRE in ReceiveMessagesOnChannel
Check there's an active scene when calling ISerializer on GameObject/Component
SerializerPacker wraps reader/writer and prints errors
Handle inability to save cookies