14,036 Commits over 1,583 Days - 0.37cph!
Actually use the sky_camera offset/angle/scale in native
Delete unused 2d skybox tracking CSceneWorld::m_skyboxes
Restore deleted 3d skybox view layers
Delete SceneCamera.Skybox - this was a stupid way to do it
Add internal SceneSkybox3D, create this from skybox_reference in SceneMapLoader using its own MapLoader
SkyboxMapLoader loads 2d skybox
When serializing network objects, don't include child network objects
Updated Facepunch.ActionGraph
Handle exceptions in Panel.FinalLayout
Add Model.Cube, Sphere, Error
Add Particle.Get, Set for storing extra data
Add ParticleEffect.OnParticleCreated, OnParticleDestroyed
Fix panel NRE
Send ClientReady after snapshot load
Fix not waiting for OnLoad when joining server
Trim debug output
Refactor SteamLobby
Update SteamLobbyConnection id from ConnectionInfo
Fix NRE when reporting project errors
Remove some unused properties from voice
All sounds can compute amplitude now, add Voice.Amplitude and SoundHandle.Amplitude
ActionGraph: Output plug labelling
https://files.facepunch.com/ziks/1b1711b1/sbox-dev_U6sndV7yzy.mp4
Expose Editor.Application.FocusWidget
Update Facepunch.ActionGraph
Simplify ActionPlug<T>
Split up ActionNode.cs
Implement EnumControlWidget.IsControlActive
ControlSheet: return created widgets
ActionGraph: Fix some undo edge cases
Load/reload prefabs with SmallNetworkFiles. Read compiled json with c# fs instead of using native (#1440)
Citizen/animgraph: do some move/wish trickery to improve the look of changing direction while swimming (sort of like leaning while running)
We don't need to route EngineLoop.Exiting via native
Fix engine convars not saving
Citizen/animgraph: added Swim_S, updated Swim_N, new Swim_Idle
Warnings as errors in PRs to match main CI
Remove PartyLobby (it's all broken, lets remove it and re-implement when we implement it)
Reset launch args when joining a server
Join active session by default, on map list
Make steam's richPresence kind of work
Move GameNetworkSystem.QueryLobbies to Networking.*
Don't initialize Id and Ip sockets yet, it's gonna cause confusion
Set the lobby map name better
Map instance loads particles
ActionGraph: Undo / redo
ActionGraph: Undo / redo property changes
Add GameObject.Network.OwnerConnection
Extract VoiceManager from VoiceComponent
Add Application.IsMicrophoneListening, IsMicrophoneRecording
Mic overlay
Add IsValidType and use that for now instead of IsValueType on the property. Support using `string` for Sync
Delete rendering world session, not used anymore
Don't support FIELD_VARIANT (not used) to get entity2 usage out of tier2
Don't include entitykeyvalues where it's not needed
CharacterController Sync vars don't have to be query now we have codegen
NetworkHelper respawn will auto use SpawnPoint components if available
Replace entitykeyvalues with keyvalues3 for map game data node
Trim down entitykeyvalues some more
Default fps_max to 200 instead of unlimited
When calling SetMaterialOverride with a null texture, remove just that entry instead of clearing
Allow modelphysics to disable collision sounds
ModelPhysics bodies sets their gameobject
CollisionSoundSystem doesn't rely on collider so allow it to run without one
Remove last remaining networking code from animgraph (I think)
Remove last remaining CLIENT_DLL and SERVER_DLL defines
Remove these daft unused damping functions from physics interface
Optional params for SoundStream.Play
Add GetBodyGroup to ModelRenderer
New project wizard creates a directory in your selected location instead of you explicitly selecting the location
ActionGraph: Fixed not being able to set properties