13,886 Commits over 1,552 Days - 0.37cph!
Update VR hands with more backported stuff & fixes + left hand model
Include code archive when publishing
Revert "Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)"
This was breaking certain types that are created from native
Don't copy filesystem dll to game root
Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)
ByteStream can be accessed from non-main threads
Add ByteStream.Compress(), Decompress
Can create compiler without file path
CodeArchive serialize/deserialize
Write code archive to filesystem
More compiler cleanup
Disable FastPathTests (left a comment for you @Metapyziks)
CompilerSettings becomes Compiler.Configuration, is a struct
Cascade ParseOptions down on each compile instead of trying to keep it up to date
Keep one list of references. Keep them in CodeArchive.
Cleanup, remove unused code
Api.Get return null if 404
Fix base project not compiling
Fix transform update delay when Skinned Model Renderer is attached to bone of another Skinned Model Renderer (#1578)
* Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
* Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
GetButtonOrigin tries to grab collection bind in first slot before falling back to input action default (resolves sbox-issues/issues/5526)
Add "Reset to Default" menu option to ControlLabel
Add new dlls to release archive
Move unittest razor/generator tests to compiler test
Generator: additional files presented as text rather than paths
Add additional tests
Compiler builds a CodeArchive and then compiles from that
Fixed input rebinding not working when running a local game / in the editor
Mesh Editor: Alt right click another to apply selected face material to another face
Fixed GameInstance.TrapButtons not trapping when we don't have a menu
Update Facepunch.ActionGraph
Allow dropping a .action into the Action Graph editor
https://files.facepunch.com/ziks/2024-05-16/sbox-dev_7kY8vTea7g.mp4
Fixed target type of AGs on the root of a prefab
AG node double-click opens new tab in same window
Can drag .action resources into Action properties
https://files.facepunch.com/ziks/2024-05-16/sbox-dev_rSLRXcZtPU.mp4
Update .gitignore
Remove "Open in Code Editor" from launcher project rows
Adding CompilerOutput, to consolidate the output of a compile
Ignore xml files in game/
Add map drag drop for easier map setup https://files.facepunch.com/layla/1b1611b1/sbox-dev_AFyG42ycDa.mp4
Work-in-progress replacement for VR hands
Allocate initial texture data for textures created with no data provided so they don't use uninitialized data
Disable rendering of scene object before deleting it, usually good practice because delete is a frame behind
Add MeshComponent.HideInGame, usually for clips or triggers
EnumControlWidget supports multi edit https://files.facepunch.com/layla/1b1511b1/sbox-dev_eZLBW8jHHL.mp4
Changing primitive type of mesh now works with multiple selection
Support multiple scene mesh export to vmdl https://files.facepunch.com/layla/1b1511b1/sbox-dev_KtN4e3locJ.png
ControlObjectWidget: don't create an instance for AG properties
Hotload: ignore Microsoft.CodeAnalysis
Update DepthOfField.cs
FocalDistance approaching zero was causing a numeric issue and assert.
Some DOF shader optims - Work in progress
Some DOF optimisations including eliminating trig from pixel loop.
This is Work in Progress, could do more optims here.
Optimisations to Postprocessing shaders
Optims to Postprocessing - Depth of Field, Bloom, Blur, Sharpen, Also DoF bug fix on focal distance at 0
Merge branch 'master' into MDV---PostProcessing-optims
Post processing optims / tidyups
Depth of field & blur - several mods - trig. eliminated in loops + other minor improvements. DoF bug fixed when focal distance close to 0 previously asserted. math fixed.
Merge branch 'MDV---PostProcessing-optims'
Fix GameLoadingFlags.Developer
Add missing [Flags] attributes
Query collision rules, CharacterController.UseCollisionRules (#1566)
* Added `PhysicsWorld.GetCollisionRule(string left, string right)`
* Added `WithCollisionRules(string tag, bool asTrigger)` to `PhysicsTraceBuilder` and `SceneTrace`
* Added `bool CharacterController.UseCollisionRules`
* Update helper text in CollisionPage
https://files.facepunch.com/ziks/2024-05-15/firefox_9de7c5NRvM.png
Query game package MaxPlayers when creating a lobby
Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 )
Independently Interpolated Transform Parts + Other Fixes (#1577)
Support cloud map drag drop into property https://files.facepunch.com/layla/1b1411b1/sbox-dev_fB6S2Aduks.mp4
Clear map when clearing map property
Fix copying from map asset paths
Add Sandbox.Filesystem and Sandbox.Compiling
Fix unit tests not finding system assembly refs
Remove AddGameWithPackageBase test - this is no longer supported
Fix hotload fast path not using fast hotload
Cleaning compiler
Filesystem Cleanup
Get rid of ICSharpCompiler, tools can use the Compiler and Microsoft.CodeAnalysis directly
Make editor startup with missing components more unlikely (but not totally fixed)
Embed the framework ref dlls instead of having them loose in bin/ref/
Move compiler tests to Sandbox.Compiling.Test
Lets update the refs while we're here - v7.0.408
Merge pull request #1567 from Facepunch/compiler-project
Moving Compiler to its own project, own unit tests, cleanup. The aim of this is to isolate the compiler and compile group more, so it no longer feels unwieldy. This will also give Tools direct access to CompileGroup and Compiler.
Support maps in ResourceStringControlWidget (local and cloud)
Map instance uses vmap resource type for map name to be able to select map with asset browser
Add cylinder colliders to wheel01 breakpieces, was causing assert on compile in debug
Fixed controller gamepad actions not working in FixedUpdate
Always serialize InputAction.GamepadCode - this might not be the best course of action, but it resolves the problem where you can't bind an input action to GamepadCode.A (0)
Update DepthOfField.cs
FocalDistance approaching zero was causing a numeric issue and assert.
Merge pull request #1576 from Facepunch/DOF-fix
Update DepthOfField.cs
Update template .gitignore to capture exclusion directories for Libraries
Restore functionality to Input.ReleaseAction (sbox-issues/issues/5500)
Fixed GameDebug button being cut off awkwardly (resolves sbox-issues/issues/5490)