13,866 Commits over 1,552 Days - 0.37cph!
Fix scss `@import`s not including files with relative `../` paths in the file watcher
Write some SCSS import Unit Tests and update existing ones to test more than just variables
Update playercontroller wish velocity values
Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now
Fix [ReadOnly] attribute not being applied to all property types
ResourceControlWidget now looks like it's greyed out when disabled
Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe
Hammer wireframe uses new state override and not ToolsWireframe
Drop r_show_hipoly_draw_calls
Remove ToolsWireframe mode
Don't repeat the same thing 6 times to wireframe a layer
Update developer help url
Treat base content paths as Asset-type locations
Same thing with Nullable Button
Prefab Variable button now shows when there's differences in a Multiedit
https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4
Added Multiedit support to Component Context Menu
Fix error when renaming uncompiled asset, fixes Facepunch/sbox-issues#7130
Renaming an asset in the Asset Browser immediately registers the new asset, fixes Facepunch/sbox-issues#7134
Remove r_use_fullsort_for_opaque, we always depth prepass
Add FillMode render state override on scene layers
Remove this hidden dynamic objects stencil
mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode
[interop] Don't create handle stuff in static functions
Don't init VR if we're a console app
Don't print vulkan device info if we're a console app
Remove unused
Unused
Drop IL verification since we compile every assembly from source on clients now
Remove nSrcMipLevels and nDstMipLevels from CopyTexture and CopyFromVolumeTexture, they're not used in vulkan. Obsolete Graphics.CopyTexture with srcMipLevels and dstMipLevels, use the one without
Check mip sizes in Graphics.CopyTexture, not the texture size
Tools: Expose ScrollArea.MakeVisible( Vector3 )
Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982
Scroll back to the top when rebuilding InputPage
Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4
Auto populate model collider on awake if none are set
Make component sheet readonly when using NotEditable component flag
Make joint gizmos less noisy
Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work
Fix Gizmo.Control.Capsule (has it ever worked properly?)
Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097
Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100
Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109
Pull latest changes from FP recastnavigation fork
Among upstream recast changes this also includes a change to:
Bump RC_SPAN_HEIGHT_BITS from 13 to 16
Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys.
This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK)
Therefore, this is free accuracy improvement without perf or memory impact.
Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used
Allow create model context menu item for fbx, obj, dmx
Delete infectedwoundrenderdata
Delete public/assetrename
Remove some unused code from src/common
Dead cubemap rendering code
Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed
Position editor tool only smooth moves rigidbodies that have motion enabled
Fix collision events returning incorrect per triangle surfaces
Remove unused r_tiled_rendering_depth_cull
Unused VR rendering layers (probably)
AbsolutePath is required only for registering the asset
Added Multiedit to RangedFloat (so you can edit all your sounds at once)
AudioDistanceFloatProperties now support Multiedit
ButtonControlWidget now supports Multiedit, will invoke the function on all selected Components
GradientEditorWidget now supports Multiedit
CurveControlWidget now supports Multiedit
Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters
Don't use absolute path when creating sounds from mp3s
Make sure SoundEvent is compiled before we try to add sounds to it. Fixes Right Click MP3 -> Create Sound Event(s)
Proper object.Equals overrides for AssetBrowser entries
Asset browser: fixes for thumbnails not displaying/regenerating properly
Citizen/animgraph: flipped order of compositing operations in skidding to fix arms pose (wish_*-based flailing comes after addition) + rewrote and updated some comments around the graph
Keep version, we'll use it in a different way
Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive.
Citizen: disabled AO proxy nodes now that AO proxy support has been removed