13,872 Commits over 1,552 Days - 0.37cph!
Support animation on bone merged skinned renderers, bones not included in the merge will be animated https://files.facepunch.com/layla/1b2811b1/sbox-dev_YF71imyY7R.mp4
Compiled shaders with ao viewporting changes
CommandLists SetConstantBuffer and be able to specify mip
Motion::TemporalFilter is converting from Pixel Coordinates to UV not the other way around
Fix Right Click -> Create Sound Event creating sound events with empty sounds instead of using the selected sounds
Don't need to update editor compiler if not running in the editor. Dedicated Server won't try to compile editor stuff
Fix multiple cameras causing dynamic shadow artifacts
Co-authored-by: samzanemesis <sam@sampavlovic.com>
Fix ambient occlusion in offsetted viewports
Inspector History Button fixes
Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up
https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
Added Lock Button to Inspector, prevents Inspector from changing to newly selected objects when enabled. Resolves Facepunch/sbox-issues#6239
https://files.facepunch.com/CarsonKompon/2024/November/28_08-25-MountainousGull.png
Fix warning
Add dark_descent and cat_harvest package tests
Fixed loading game from .sbproj with Dedicated Server that has libraries. Iterate any libraries in the project and add them as projects before compilation
SteamId can be converted to from an int, but will give a warning
Fix code archive not using correct CSharpParseOptions
Don't debug output xml parse errors
Add more package tests
Scene view: disable gizmo interactions while doing camera movement
Stop PathWidget fighting back in LineEdit mode and selecting the whole text, fixes Facepunch/sbox-issues#6869
Smite harmless "unknown tool window" warning from tool window trying to cleanup after itself
Add IHotloadManaged.Persisted()
Add ReflectionCache utility, internal for now
Lazy evaluate expensive reflection, auto-clear on hotload
Call RunAllStaticConstructors before hotload
Instead of them running at unexpected times during hotload
Use ReflectionCache for SandboxedUnsafe.IsAcceptablePod
Fix possible error during hotload, if a static constructor called this
Scene Overlay: unsubscribe from event properly
Try to make SceneOverlayWidget size/position updating a bit more foolproof
Add cloud browser to default editor layout
Fix not switching assembly during hotload
blendable: vertex paint tint masks apply per layer
https://files.facepunch.com/matt/1b2711b1/sbox-dev_GItra2hhLI.png
https://files.facepunch.com/matt/1b2711b1/sbox-dev_hO2CNKhDzx.png
Server sends code archive instead of assembly
Client compiles code archives
Don't try to compile code archives on local packages
PartyRoom uses SteamId. ConnectionInfoManager ensures we write party id as SteamId. Fixes being unable to join a game. Protocol++
Make Connection.SteamId and PartyId a SteamId
Make Game.SteamId a SteamId
Networking.TryConnectSteamId takes a SteamId
Add SteamId.AccountType
Add steamid to bytepack
Store last connection string globally for reconnect. Allows you to reconnect to your last server even when disconnected. Fix a bug where host changed may be called when not appropriate, such as an initial connection.
Fixed reconnect command
Set _ownerid before lobby owner transfer as well and pre-empt owner data change
Make sure go.Network returns network root network accessor like it did before (Fixes Facepunch/sbox-issues#7044)
Just return out if we're headless when shutting down user cursors instead of assert - fixes dedicated server not starting
Better handling for root network accessor
Add more error checking around mp3 mixer process stream, still seeing these pop up in sentry
Grab msaa from scene camera attributes when doing Graphics.RenderToTexture, scene camera might have msaa disabled
Fixed SceneInformation not saving SceneTags metadata
GameObject.Network is a class !!!!!!
Use uncompiled assemblies (#1714)
Scene ref gizmo: show one entry per graph, most recently triggered
Expose Local/World transform shorthands to ActionGraph
Creating new non-asset registers entry and opens rename properly, fixes Facepunch/sbox-issues#7001
Don't let creating new resources be blocked by not yet having a compiled version on disk, fixes Facepunch/sbox-issues#6991
Fix duplicate GameClosing panels
Give better titles to collider trigger actions
Add Collider.OnObjectTriggerEnter/OnObjectTriggerExit
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Remove rigidbodies from menu-main scene
Shader rebuild process (#1713)
* Add * option to vfxcompile
* Delete older shader build scripts
* Remove cs_surface_interactions
* Always output combo count if it's over 1000
* Strip some lesser used stuff from spritecard to get the compile time/size under control
* Build shaders as part of ci, so they can't be out of date (we should still manually build and commit though!)
Fix network scene load race condition. Fix spamming Join Game trying to connect to a lobby after we're already in a game
Composite SSAO on Lighting rather than Blitting (#1677)
Tweak EventManager flushing
Services Update
Address case when trying to package.GetMeta<string> something that isn't a string, to ensure backwards compatibility
- Resolves legacy game issue where InputSettings has not been moved to Input.config
- Output a warning if we fail, instead of hiding it
Asset Browser: Everything location excludes cloud cache, non-project assets when 'Show Base Content' is disabled
Asset Browser: only hide compiled versions of source files when they both would have been shown under the asset filter (don't hide .sounds because we have a .wav etc)
Remove any existing package files when updating to new cloud asset version
Fix record struct not using primary constructor
Make action graph prefab variables sort of work
They don't set the right ISourceLocation yet, so they'll open the wrong asset when editing
Fixes Facepunch/sbox-issues#6880
Add action graph clean up tool
ActionGraph: disable way of creating invalid references
Was possible to reference components etc as constant values for properties, should use scene.ref nodes instead