14,022 Commits over 1,583 Days - 0.37cph!
Fix NRE in MapViewDropTarget
Delete this, causes problems
this TransformInterpolation needs looking at properly, but this fixes an error for now
Fix Light exceptions
Nicer feedback when _sceneObject isn't null in OnEnabled
We have a bug here I think, where OnEnabled can be called before OnDisabled is called.
Add hit shape to damage info
Include hit location in DamageInfo
Mock userinfo for local user when not in a network session
Add ClothingContainer.CreateFromJson( json )
Add ClothingContainer.CreateFromUser( )
Fix SceneViewWidget using main camera's rect
ModelPhysics gizmos sync to physics group
Make sure ModelPhysics always finds a root body to use as game object transform
NavMeshAgent.SetAgentPosition works
Add CharacterController.Bounciness
PhysicsWorld.Bodies only returns valid bodies
Rewrite exception handler, try to ignore more c# exceptions
Revert "Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used"
This reverts commit f2ff2e24581df8b38093cce5717420957680fecd.
Actually catch and report crashes
Fix Asset.CompileIfNeededAsync() not failing early for assets that don't compile via asset system: maps, anim subgraphs and shaders
Fixed GameObject.Clone not following CloneConfig.StartEnabled, added test for it
Fixed joining servers forever (it has been a hard week)
https://files.facepunch.com/garry/a0695fad-3581-4fb4-bf8f-c014ba41f890.png
Don't save go id if it's a prefab (fixes sbox-issues/issues/4687)
Recast, NavMesh, NavMeshAgent - https://docs.facepunch.com/s/sbox-dev/doc/navigation-vwoSUsEPJ9
ByteStream.Read( buffer, offset, count )
Fixed from my las commit -_-
Add unit test for cloning case with destroying a child gameobject
Don't serialize child GameObjects that are about to be destroyed
GraphView: open context menu with space
Fixes Facepunch/sbox-issues#4670
Fix ToolScene fullbright, used by blend channel pickers in Hammer
Stomp cursor delta if we're locking to canvas in scene view, should hopefully prevent camera going wild when wrapping?
Add support for editor pixmap cursors from managed, use it for custom eye cursor inside scene view
Add margin to LockCursorToCanvas, clean up
Make TaskSource.MainThread() / TaskSource.WorkerThread() public again
Standardize SceneMap.MapName same way native does, fix world physics when using local world name
Fix non animated ragdolls not applying physics bones properly
SceneTabButton: Add "Close to the Right" option, don't hide other buttons, just make them disabled
Fix "could not find ConVar attribute" spam - should just silently set the backing value
Warning -> Trace Unable to determine package
Demote a bunch of vulkan debug logs to verbose only
Holding shift/ctrl disables clearing selection by clicking nothing
Fixed prefab node tree not hiding hidden GameObjects
Temporary gameobjects have a different icon in the hierarchy
Hidden GameObjects don't draw their gizmos
A prefab might not have any light sources, if that's the case, make a dummy object so we can see stuff
Revert shadow submition refactor, I'll revisit this in a bit
Fix inverse multiselect logic
Fix typo in Map.CreateAsync?
Fix NRE in AssetPreviewWidget
Add RootMotion to skinned model to get the calculated motion from animgraph since last frame https://files.facepunch.com/layla/1b0111b1/sbox-dev_WlG9GCnJcc.mp4
Don't actually flag a decal as translucent, makes them render twice since we have a specialized decal layer, on top of that when rendering as translucent it wants a MSAA depth buffer that's missing, so we bind a non-msaa error texture that makes vulkan shit itself
Remove atlas resizing, feels overengineered, way we have adaptive shadow render size makes it feel pointless
Let shadow frusta be calculated entirely on shadowcache, removes redundant calculations and makes the data flow saner, remove bullshit from LightEntry
Add support for clearing rects from shadow atlases properly, queue them, fixes shadows on multicam views and childrens, note that shadow caching will still only happen on children views for now
Gizmo.Select: allow unselect of object selections
Shift allows multi select too but without deselecting
SceneViewWidget.UpdateHovered: Just because we're already selected doesn't mean we can't be hovered, otherwise how will you deselect me
Deselect game object when nothing is clicked
Tidy up AfterUI render stage and use that for after-UI post-processing effects, rename to `AddHookAfterUI`
SceneCamera viewport caps size properly
Bail out of CameraRenderer if no valid viewport
Unused resource glue
Log_Detailed these rendersystemvulkan messages
Fix crash with symlink resident resource reloading
Add `CameraComponent.AddHookAfterOverlay`, supports running post-processing effects after UI is drawn
Foliage: Fix depth alpha tests
Foliage: fmod phase to avoid jittering imprecision at high time/world offsets
Show mouse cursors inside scene view, wrap them to canvas rather than locking to center, panning follows same direction as other engines
If you preferred the previous panning behaviour there's an option for inverting it
https://files.facepunch.com/alexguthrie/1b3111b1/sbox_MUEzCxyWs7.mp4
Scene view orbit camera: account for mouse X axis, add invert options to editor preferences
sbox-issues/issues/4663
Add convar for toggling version overlay
ComponentSheet: Default to showing actions if no non-actions exist
Fix tests from non fully init engine
PackageManager Mount/Unmount reloads symlinked resident resources
Expose some basic stuff in PhysicsWorld / PhysicsBody etc to ActionGraph