13,867 Commits over 1,552 Days - 0.37cph!
Stop us redocking scene views and stomping saved layout on the initial load, fixes Facepunch/sbox-issues#5673
(Scene views will now appear in the last place you had them, incl. popped out)
Vector3 optimization, use System.Numerics where possible
Add Graphics.Draw to stats
Count material system stats in retail
ShaderGraph: add IsAttribute to Branch (from Louie)
Split out VR input into multiple files, delete Finger
Fix list reorder handle blocking control drag handlers (eg float drag), resolves Facepunch/sbox-issues#5806
VR: Calculate tracked object velocities
VR: Call UpdateHaptics() on VR controller
VR: Only offset for skeletal hand poses - not for raw /input/grip/pose data
VR: Add Delta to DigitalInput - WasPressed works as intended, but isn't the same as a delta, so maybe this is helpful?
VR: Might as well obsolete these while I'm here
Fix NREs when using CameraComponent before it OnAwake()s
Non-reference types aren't bindable so don't allow for PropertySheet.AddProperty, fix compiler settings not saving Facepunch/sbox-issues#5808
Revert "m_nInstanceStepRate not used anywhere get rid"
This reverts commit 512a3827c2d47ee6976ca8b0dfe63cc448fe369d.
Oops, DrawInstanced was needed !
This doesn't need to be DrawInstanced
Fix loading ui textures not updating when they finish loading
Reset should probably use that local/world toggle too
Added toggle for displaying transforms in local/world space, resolves Facepunch/sbox-issues#5019
Whitelist AggregateException
m_nInstanceStepRate not used anywhere get rid
c# managed vertexlayout, create layout automatically
Prevent renaming assets to something mental or illegal or empty (!), resolves Facepunch/sbox-issues#3500
Add Rename to scene hierarchy context menu, tidy the menu a bit
Shift + click to recursively expand treeview nodes, resolves Facepunch/sbox-issues#5642
Terrain: add flatten sculpt tool (https://files.facepunch.com/tony/1b1111b1/sbox-dev_bCkllHylC8.mp4)
Update how superluminal instrumentation works, avoid allocations, wrong names
Don't render widgets that we can't see (!)
Remove BytePack.ISerializer from Connection for now - need to solve something first
Inspector properties: increase context-menu area beyond label text, let control handle copy/pasting to match what's displayed (eg pasting colors from hexcode), exclude quotation marks when copying
Add Graphics.CameraPosition
Make sure SceneCamera is not null in UpdateSceneCameraTransform
BytePack.ISerializer implementation for Connection. Also make sure we clear Connection._mockConnections on ResetEnvironment because I think this dictionary would never clear otherwise. Remove long-time unused net_lerptime ConVar.
Remove publish types, fall back to asset
"display: none" the main menu when we're not using it
Trace direction is wrong way around
Panel background rendering optimizations
Do 'external changes detected' prompt for open prefabs too, refresh popup a bit
CManagedSceneObject main thread is optional
Remove mainthread enforcement from "safe" internal managed sceneobjects
Make grabbedTextures a thread static
ParticleSpriteRenderer builds verts in render thread
Use CustomEditor for Transform, make presentation/ux consistent with components, add copy/paste world transform context menu options
Change project open file filter from ".sbproj" -> "*.sbproj" to find named project files
Byte Pack Convert - Networked GameObject, Component, GameResource References (#1618)
* Add add IBytePackConvert to a class to specify how it should be serialized/deserialized with BytePack (similar to IJsonConvert). Implement for GameObject.
* Add IBytePackConvert support to Component and GameResource
* We should be able to null these out
* Some comments on ConverterPacker to describe its use
* Let's move it out of Sandbox and call it BytePack.ISerializer - it won't be exposed to public API (for now?)
* Makes sense to rename to SerializerPacker so it matches ISerializer
* Explicit implementations of BytePackRead and BytePackWrite means we can have these non-public
* Add test for BytePack.ISerializer with MySerializedClass
* Some minor doc change
* Tidy
Don't serialize component [Property] variables if they have [JsonIgnore] attribute
Fix navmesh usage before initialized
Avoid some errors when closing
Load WorldRendererMgr in unit tests
For backwards compatibility, when loading a vpk look in the maps/ folder too
Allow map loading during tests
Remove warnings
PackageManagement test cleanup, make a bit more resiliant
Fix project templates (oops)
Fix New Project button in Editor Launcher
Only call ServiceWorldRequests if map was loaded
Prompt before closing scene/prefab tab with unsaved changes
Make sure Top 2D view isn't flipped 180deg
(Makes everything face upright at default rotation, perfect for 2D games)
VR: Get skeletal data from OpenXR
VR: Match controller positions with SteamVR ones, which better represent where the controller is
VR Input cleanup
Update Facepunch.XR to d7212d3, fixes broken digital actions