13,886 Commits over 1,552 Days - 0.37cph!
Return old studio lighting scene
Fix typo, not meant to pass high precision offset to fog, just direct position
https://i.imgur.com/EGNuSTA.png
Shadow Cache + Time Sliced Shadows (#1535)
Make atmospherics on shadingmodel take position with offset directly, recompile terrain with it, fixes volumetric fog on terrain
Revert "Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently"
This reverts commit 0985ef78fcb2e16747cb76f1e1c95a48d8567405.
Fix publish page missing on certain package types
Fix HasCodePath, HasAssetPath not working for single asset projects
VR: Fix angular velocity & velocity coordinate conversion
Fix EventSystem null exception
LibrarySystem read/save version property, support switching versions
VR: keep track of input deltas manually
BufferedHashSet<T>: For safely iterating over a hashset that can be modified without needing a copy
Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
Sandbox.Game convars work in editor again
Codegen IUpdateSubscriber and others on Components that implement those methods
Scene update loop only iterates over enabled components that implement each of their methods; OnUpdate, OnFixedUpdate, OnPreRender
Always explicitly keep a reference to delegates passed to native (#1546)
Write the version id with downloaded package
Update library template
Update library template
Cleanup
Add mutex on read/writing m_CulledLights, guarantees it won't be overwritten twice while doing a callback before finishing rendering next frame or would write while allocating lights
Fix baked fog on scenes, only enable volumetric fog if there are any fog volumes in scene
https://files.facepunch.com/sampavlovic/1b2511b1/image%20%289%29.png
Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently
Don't make asset metadata for cloud assets, since we're mounting downloaded cloud stuff first, asset browser tag code is generating fake metadata for all this cloud stuff and causing problems when we're wanting the real metadata
CitizenAnimationHelper: FootShuffle becomes more generic MoveRotationSpeed, update docs for what this parameter is doing now
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
View package details
Fix local packages not showing detail
Start on Uninstalling, Switching Versions
Cleaner library adding
lb_indexed_pointlight_shadows. By default for now, don't cast shadows to indexed point lights if the cvar is set, rarely worth anything useful
Move ControlModeSettings into Sandbox.Engine (from tools addon)
Launcher displays VR button for projects with VR support
Add quick editor option to enable/disable VR without restarting the editor
New Hat - Trapper Hat
Cosy winter hat, LODs coming asap
https://files.facepunch.com/daniel/1b2411b1/sbox-dev_LhRhTPsrhS.jpg
Publish: handle libraries referencing each other during compile
Retain upload case sensitivity when upload a source package
Wrap FileSystem.ProjectSettings in a AggFileSystem, so when it's disposed it doesn't dispose the package's filesystem. What a fucking mess.
Move CreateProjectFolders so it can be called from elsewhere
Upon changing a component type to abstract and you have component references, add it as a missing component
Edge split https://files.facepunch.com/layla/1b2411b1/sbox-dev_tJAwpCBX7h.mp4
Edge dissolve https://files.facepunch.com/layla/1b2311b1/sbox-dev_bYy4nlGQcb.mp4
Refactor halfedge for safer component checking and easier access to components from handles
Edge collapse https://files.facepunch.com/layla/1b2311b1/sbox-dev_yypYVe16Ni.mp4
Use Json.Serialize/Deserialize for BaseFileSystem.WriteJson/ReadJson, instead of different serializer options which didn't support our custom converters
Centre default window positions to the screen, or main editor window where it's present
Edge ring select, add shortcuts for ring select and connect (G and V) https://files.facepunch.com/layla/1b2311b1/sbox-dev_cdYFJiesYI.mp4
Re-implement Input.GetAnalog, respective glyph icons, moved some files into dedicated Controller directory
Package versions api
EditorUtility.DownloadAsync creates the folder, if it doesn't exist
LibraryManager can downloads and load the library
VR: Hide menu when in-game
VR: Keep track of whether we want new poses or not
VR: don't use explicit timing, causes issues w/ sync and latency
Re-use ActionGraphs when cloning / instantiating prefabs
Fixes Facepunch/sbox-issues#5374
Fix old sky material ref in code
Delete these too (colorscript)
Removed materials/skyboxes that aren't ours
Localization now lives in its own folder at the root of a project, instead of "Assets\.localization"
- Publishing a project will pick up this folder automatically
- All you should need to do is move your .localization folder to the root of your project, and rename it to "Localization"
Move menu localization files
Update dev materials using correct shader
Remove/Replace Sounds that aren't ours
Recompute texture axis when copying face data
Edge connect allocates new face with data from source face
Edge connect https://files.facepunch.com/layla/1b2111b1/sbox-dev_47JzOMkyv3.mp4
Bridge edges will try to create a triangle face if the edges share a vertex
Add edge fill hole operation https://files.facepunch.com/layla/1b2111b1/sbox-dev_zcqRYk5ATA.mp4
Rework halfedge to be identical to the native version, this makes it easier to port all the other mesh operations
Allow edges and vertices to be deleted
Citizen/animgraph: before applying shuffle additives, bias feet IK targets towards default pose the higher move_shuffle is
Citizen/animgraph: reworked move_shuffle-related sequences & added a basic additive blendspace for them
Library manager, list available libraries