13,873 Commits over 1,552 Days - 0.37cph!
Actually save the project list when adding a project to it
Add OnParticleDestroy, OnParticleCreate properties for actiongraph
https://files.facepunch.com/garry/6ee12c48-30bf-40f9-a246-301d48cd61a2.mp4
FPArms: shared jump/land/airborne subgraph + fixed _delta missing from some shared names
Fixed "Hidden" banner styling. Resolves Facepunch/sbox-issues#5746
Don't think ControlWidget if it's not visible
Add Style.HasBorder
ComponentEditorWidget default size mode
Margin.GetEdges optimizationj
Add Paint.SetFont, Paint.Rect (from Styles)
Add EditorUtility.Projects.ResolveCompiler( assembly )
TabWidget has a no text mode, icons only
Add experimental StyleWidget
Add custom inspector for Particle Effect
DockManager only looks for types with DockAttribute.
Fixes "Inspector" dock not being created if you had another class named "Inspector", ect.
Prevents errors when loading a project that either doesn't have a startup scene set or has their startup scene deleted
Only get transform once in SpriteRenderer OnPreRender
Set SpriteRenderer bounds to max component of 2D size
ForceFlushGPU before Flush RenderSceneToPixmap - fixes pixmap assert
Delete rendersystem/dx code
Remove phoneme extractor code from the 90s
Do draw opaque objects flagged with no depth prepass, also set correct behaviour for SCENEOBJECTFLAG_NO_Z_PREPASS on actual depth prepass layer
Envmap Ambient Lighting + Sky Envmaps (#1568)
Remove alphatest layers and unused attributes, all done in opaque pass
Depth Fast Path was fucked up with material overrides, disable depth fast path on that batch if we're using material overrides then, this whole system seems complicated to begin with too, additionally material flags were not being updated when you did a SetMaterialOverride
This fixes translucent material overrides rendering as if they were opaque
https://files.facepunch.com/sam/1b2811b1/UNobtq1Qnd.png
Handle translucency flags for material overrides in renderingpipeline
Nullcheck bMaterialOverride
Moved asset.party to sbox.game
map instance adds tags from object entry
Console no longer errors when clicking on objects that can't be serialized. Resolves Facepunch/sbox-issues#5737
VR: revert back to using grip pose because it's closer to what we want
VR haptic bindings
VR: Use aim instead of grip pose for controller positions + update fpxr to 8839c8e
Look for matching source file when creating component from template
Use ClassName when serializing types generated with compedit
Maybe we'll want to always serialize as ClassName if the attrib is present?
Added various editor events to ActionGraph editor
For component editor library to hook into
Expose a way to deserialize ActionGraphs with a cache
Add ActionGraphTargetAttribute
Use first SourceLocationAttribute if multiple found
Fix overlapping Reset to Default on ControlSheet with Reset Transform context menu. Add individual reset Position/Scale/Rotation on Transform context menu (Fixes Facepunch/sbox-issues#4867)
Update Facepunch.XR to 8d9bfbf, re-work pose submit
Save off the exact same poses we get from Facepunch.XR when syncing + only call beginframe/endframe/sync if we're rendering in VR
Rigidbody transforms physics body position and rotation independently only if game object position and rotation has changed
Use local space for VR render poses, update Facepunch.XR to c537b77
Don't make joint ExecuteInEditor, I don't know why it was in the first place
Hinge joint uses physics body transforms to calculate local frames
Update Facepunch.XR to e0d5682, makes it so that we use local space for headset view/projection rather than stage space
Might help fix things on SteamVR headsets that use SteamVR for room-scale tracking?
Hinge joint calculates and saves local frames if they haven't been set, fixes snapshot stomping local frames making them go out of sync
Remove isteamapplist.h from vpc
Update to steam sdk 1.60
Make game focus when playing in editor consistent, instead of having to click on it sometimes
Check physics joint is valid before accessing these
Push scene scope when setting up camera, fixes sbox-issues/issues/5730
Add target velocity motor mode for hinge joints, multiply max torque by body2 mass (should we?)
Fix issue with new local instance on "local" package to do with small network files
Update poses for Facepunch.XR submit, prevents jittery and spongey tracking
Fix summary in hinge joint
Add target angle motor to hinge joint https://files.facepunch.com/layla/1b2611b1/sbox-dev_QfAznFLsZh.mp4
Keep world position when parenting map collider only when not using world origin
Don't transform map colliders for maps that don't use world origin
GameObjectFlags.DontDestroyOnLoad works
Session hash is a guid
Benchmark service
Remove debug
Benchmark api input
Dirty model physics when renderer changes
Allow editor projects to reference actiongraph / shadergraph
Some extra safety in TypeLibrary.IsAllowedType
Disable world origin for map instances with old component version - to stop existing games from loading the map at object position
Don't use MakeDirty for joint body change, this recreates the joint, we want to use dirty for properties
Fix likely infinite loop in ball joint
Fixed new project not opening startup scene, resolves Facepunch/sbox-issues#5537