14,038 Commits over 1,583 Days - 0.37cph!
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
Change EditorWindow.StateCookie so everyone on main gets a sane default layout reset on them when staging is flipped
Unused networking engine events
Delete some unused VR specific stuff from scenesystem
Write vertexobject on end of scope
Fix conversion errors when setting FieldDescription value
Fix NRE in MapSelectButton
Fix NRE when joining local. package game
Updated Facepunch.ActionGraph
Add Component.INetworkSpawn - calls with owner when a GameObject is network spawned
Fix not network spawning
ActionGraph array linking fixes
Remove GameResources able to load from keyvalues
Fix asserts/trying to make 0 width&height render targets on startup
TryLoadGameResource catches exceptions as expected, doesn't brick your game if you have a malformed gameresource now
Fix uninitialized variables in model anim, this will make IsWorldSpace assert reliably trigger when it should
Set morph frame source anim to worldspace, fixes assert
Softer depth comparison for subsurface scattering
Implement Depth::GetWorldPosition properly, document it nicely
Recompile sprite with depth feathering
Make gizmos use DynamicSceneObject, add CMeshBuilder2::WithInstancedTransforms to flag mesh to use transform system without changing vertex layout, fix transforms on dynamicsceneobject in native
Spawn point gizmo tweaks
Better define what happens when host leaves (destroy their shit)
Tweak network transform lerp
Add PhysicsBody.SmoothRotate
Expose TimeSince, TimeUntil, so they're usable in RPCs and Sync vars
Connection.Local.IsHost should make the right noises now, fixed some id confusion
Update parent and owner during network updates
Remove Game.Server
Delete EngineRpc
Add Networking.FindConnection
Draw owner next to GameObject
Give players a unique display name when joining (if there's a clash)
Sod that, remove Input.VR.IsActive
Obsolete Input.VR.IsActive since it's grabbable via Game (and this code path hasn't been working for ages)
StyleSheet String Table (#1437)
* Initial commit
* Make it better
* Clear entries in StringTable.Reset
* Remove unused method
* Remove unused using statement
* .scss and .prefab both valid small network files
* Send .prefab_c instead of .prefab
Include "vr" in connection userdata
Terrain: Move mode selection to EditorTool overlay, component inspector is settings only
dotnet format
Updated spawnpoint component + friend
https://files.facepunch.com/louie/1b1611b1/sbox_41XbHHS4lb.jpg
@DanduwFP
Citizen: new Swim_N animation
Fixed looping sounds suck at 0,0,0 on soundscape
Fix transformed terrain incorrect lods by transforming camera pos in shader
env_combined_light_probe_volume are boxes for Map Instance
Fix CastHeightShape (Allows casting against transformed terrain)
Motion blur post-processing component
Color adjustments post-processing component (saturation, hue rotate, brightness, contrast)
Blur post-processing component
Adjust new post-process component orders
Remove unused attributes & clean up post-processing shaders
Terrain: Import heightmaps PNG 8bit :( or RAW 8 or 16 bit
Delete deprecated anim nodes
Delete unused network related functions
Map Instance additions
Soundscape box/ radius (local for the moment)
Gradient Fog
Prop scaling
Delete IsNetworkAuthority
Delete anim node network mode
Delete PropagateNetworkMode
IsNetworkAuthority always true until I remove this
Start removing networking from animgraph (BindNetworkedVars, BindNetworkVariables, BindNetworkedParameters)
Use TextAreaAttribute for TextRenderer
Terrain.RayIntersects transforms ray into local space
Move brush list out of component editor, popup menu on brush preview
Terrain: transform local normal by terrain world transform
Editor tools can use SkiaSharp
Fix GameObject.Clone not setting parent
Fix BoxCollider not positioning properly
Fix BoxCollider not positioning correctly
Fix Sphere Collider fuck up
Initialize material.. but properly this time
Fix collider overriding shape surface with default surface when model has already set it
PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync
Play impact sound from the impact surface, not the shape surface (they can be different on meshes!)
Initialize native physics shape material to default so there's always a valid surface
Set map physics shapes collider to map collider component so they get collision events
Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network.
Use MakeDirty in a bunch of places, now we can
Fix decals being recreated every frame, scale properly with transform, light origin is projection point