13,878 Commits over 1,552 Days - 0.37cph!
Reverse Scene isEditor constructor so GameObjectSystem constructor is aware of editor scenes
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Hotspot rect assets can be loaded from kv3 and json
Add Pixmap.FromTexture
Remake rect editor in C# open rect assets with it https://files.facepunch.com/layla/1b2811b1/sbox-dev_v1vsYYyeyh.png
Fix undo system not setting next action for snapshot on redo, causing undo to be incorrect after a redo and new snapshot
TextRenderer: Add TextAlign, FontWeight, FontControlWidget, remove OnPreRender
AssetInspector supports multiedit GameResource - resolves #5532
ScreenPanel should render ZIndex lowest to highest, matching all other UI behaviour - fixes Facepunch/sbox-issues#5462
SkyBox2D protect against null skybox - fixes Facepunch/sbox-issues#5569
Multi-edit works on [TextArea] properties - fixes Facepunch/sbox-issues#5556
Library projects get base project reference, matches compiler - fixes Facepunch/sbox-issues#5547
Vulkan: When a swapchain needs an update, update only that specific swapchain rather than all of them, remove that stupid EnsureSwapChainsUpToDate too, fixes resizes on tools looking horrible too
Handle NativeRenderWidget presents outside of Begin/FinishRenderingViews block, a lot of the logic for rendering is in the RenderingViews block and was getting stomped on, the hack we had before only hid that, separates render/present steps cleanly, should fix vulkan crash issues on tools
Cache ActionGraphs per PrefabFile
Make sure we only load skybox if it uses a sky shader, CSkyBoxObjectDesc expects a static input layout and causes validation errors if anything else is assigned, this also makes sure you can only select skybox materials
Fix edge connect not recomputing texcoords
Component inspector event toggle color / tooltip shows if actions are populated
https://files.facepunch.com/ziks/2024-05-24/sbox-dev_DLz0WbVE9W.png
Facepunch/sbox-issues#5563
.gitignore: wanna keep these launchSettings local
Fix NotImplementedException in SteamLobbySocket - fixes sbox-issues/issues/5560
Sorry I'm an idiot
Switch from Marshal.SizeOf to Unsafe.SizeOf in a bunch of places where Marshal is wrong
Recompute origin of new mesh for extracted mesh faces
Only ensure swapchains up to date in tools mode and dont let hostedwidget change videomode, that's also handled by EnsureSwapChainsUpToDate and was causing a vulkan crash
Fix Directional AO shader, it was broken for a while and nobody noticed, add a proper falloff curve to it, I feel like just deleting this and starting new with the new Scene Distance Field AO stuff
ctrl+i inverts selection for vertices, edges and faces
Fix edge extrude not updating uvs of connecting face
Update avatar scene to fix outdated scene meshes
Fixed WorldPanel.RayToLocalPosition when scaled
Fixes Facepunch/sbox-issues#5558
Fix bone merged skinned model first frame being wrong
PartyRoom.SendChatMessage
Fixed WorldPanel gizmo scale
Fix bounds for scaled WorldPanels
Scaled up panels were getting culled while on-screen
Use explicit UAV barriers for cubemapper
Sort envmaps properly
Fix debug vis on Material API
https://i.imgur.com/v1jw9qv.png
Ambient occlusion debug vis
https://files.facepunch.com/sampavlovic/1b2311b1/ao.png
Fix UpdateFromPrefab() NRE when GameObjectFlags.NotSaved
Make lobby callbacks interface based, simpler, easier
New Outfit Piece - Fingerless Gloves
https://files.facepunch.com/daniel/1b2211b1/Screenshot%202024-05-22%20221155.png
LODs coming asap
Add retry resilience to DownloadString
Allow selected mesh faces to be extracted and put into a new mesh
Add rotate and treat as one to mesh face texturing
Clear up these ".vfx" references to avoid confusion
ColorGrading: Expose to TypeLibrary, make properties public so inspector can find them (Engine classes are exposed differently than classes in projects)
Compiled ColorGrading shader
ColorGrading: Don't need these private enums, they map 1:1 with the public
When finding files to publish, also look in libraries
ColorGrading - Work In Progress
ColorGrading Post Process - Work in Progress. Temperature Mapping, Tone mapping methods. Working on per channel curves.
Work in progress update
RGB and HSV per channel colour curves, UI improvements
More WIP changes
Added per channel mappings, LUT for HSV and RGB, code improvements, ACES calculations,.
Latest ColorGrading post process and shader
Latest ColorGrading post process and shader
Removed some meta commands and tidy ups
Some '#fdefs not needed as unused Uniforms optimised away by compiler. Some white space tidy ups.
Merge pull request #1584 from Facepunch/ColorGrading2
Color grading2
Simplify InterpolationBuffer a little bit (internal API)
Disable interpolation during certain initialization callbacks for components
Ensure all swapchains are up to date before doing any rendering rather than when doing it per swapchain when the NativeRenderingWidget renders
Finally get rid of that renderdevice window hack that has been there forever, do SetWindowPos correctly in hostedwidget for main window
Use SizeToParent to set initial window position initially for HostedWidgets
Highlight parties that are playing a game
switched shader on primary_white_* materials
Support Tint on Prop component
https://files.facepunch.com/louie/1b2111b1/FxQMscVdqE.jpg
Map Instance creates props_phys/anims/dynamic as Prop Components
Fixed - Lighting Preview cubemaps do not match the skybox HDRI itself sbox-issues/issues/5546
Revert "Fuck knows why I did this, seems to be causing problems now" - Fucked on AMD. It'll be easier to debug when we're not rendering backwards in NativeRenderingWidget
Tweak to avoid game join timeout
Lets put a social bar on the pause menu
Fix not following leader into MP game
Add justify texturing to mesh faces https://files.facepunch.com/layla/1b2111b1/sbox-dev_Nf5FGYFcJH.mp4
Add fit texturing to mesh faces https://files.facepunch.com/layla/1b2111b1/sbox-dev_4I6Ptq6CgB.mp4
Fuck knows why I did this, seems to be causing problems now
Update Facepunch.ActionGraphs