14,038 Commits over 1,583 Days - 0.37cph!
Fix CodeGen attributes missing in CodeGen
Updated DecalRenderer to use MakeDirty
New native sentry dsn so we don't get entity branch errors
Don't report shutdown exceptions (proper)
Remove unused codegen units
Update CodeGen.Targets
Codegen Engine assemblies (#1438)
Get rid of this, I hate it actually, should have a better way
Add Material.RepresentativeTexture, some tools want to know the main color texture of a material
Enable laughter detection on lipsync, add laughter score property
ActionGraph: Fixed nodes calling methods returning Task<T>
Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore
Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry)
Fixed creating ActionGraphs from the asset browser
Add wireframe button to scene toolbar
Fixed implementation of RandomNodes.Int
Try to avoid reporting errors on shutdown - because there's a billion of them
Fixed RandomNodes.Int return type
Don't stomp sceneobject flags if passed an invalid override material
Fixes glass etc.
sbox-issues/issues/4461
Fixed dropping connection only a PlugIn with a const value / variable
Fixed phantom connections when using plug context menu
Extra logging when out of order connect
Try to enforce a single voice recorder
Remove Thread_DrawDrawList mutex, seems to cause some issues on testing, working on a proper solution for it anyway
MapComponentMapLoader: prop_static is never in entity lump
SceneMapLoader: don't create disabled lights
MapComponentMapLoader: Static prop_physics are static
Fix steam lobbies not networking
Fix typo in GetGameObjectNodeDefinition name
Fixed bugs with direct variable inputs
Check for null in GetRepresentativeTextureSize (speculative fix)
Handle stack overflows in a different thread
SceneSunLight -> SceneDirectionalLight - consistent with component and native name
Terrain: Brush strength/invert to compute shader
Revert "Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute"
This reverts commit e9ddbb31c58de3596aeecacae6f1b77d45c2c338.
CI or whatever should opt out of this, Hammer running resourcecompiler
and probably other stuff needs a valid one.
Null check model in AssetVideo
WIP GetGameComponentNodeDefinition
Fix filtering available nodes by context type
Implement GetGameComponentNodeDefinition.BuildExpression
https://files.facepunch.com/ziks/1b1211b1/sbox-dev_eARGP4qKRz.png
Only run DXT compute on platforms with full support
Re-add DXT compute staging texture for platforms that don't support block texel views (dx11)
Fixed most common exceptions
New Hair - Long Dreadlocks + LODs for Fisherman Jumpsuit
Fix null strings thinking they're not strings
Can call SetBodyGroups on ModelRenderer before it's enabled
Add Connection.GetUserData
Add ClothingContainer.Apply( SkinnedModelRenderer )
Output member expansion
https://files.facepunch.com/ziks/1b1211b1/sbox-dev_83NHqCSy23.png
Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation
Update DecalRenderer SceneObject when Size / Material is changed programmatically
When calling network broadcasting, can specify minimum connection state
Connection.DisplayName, SteamId is via ConnectionInfo
Reduce network debug output
Remove ConnectionInfo on disconnect
Citizen/animgraph: tweak lipsync weightlist + set 1D bounds to [0,1]
Citizen/animgraph: the voice parameter now cancels out most mouth-related morphs so that the mouth is closed before the OVR lipsync operates (but some morphs can still partially leak through to retain some of the underlying expressions) + more MorphFrame expressions
Send current game ident with errors
Assert if part of the modelcollider is invalid
Init and shutdown ovrLipSync in soundsystem
Compile morph frame data into model keyvalues
Make a tiny change in citizen to make sure it gets recompiled
Add ovrlipsync thirdparty
Plug skinned renderer into voice component to test lipsync https://files.facepunch.com/layla/1b1211b1/sbox.2024.01.12.03.48.43.mp4
Allocate output & intermediate textures right before dispatching DXT compute
Minor fix for GetMemRequired call, was giving it the wrong parameters 🤦♂️
Remove planar reflections from scenesystem, remove unused shared shader defs
Re-write dxt compute upload/read to not crash
Run DXT5 on CPU for mips > 1 until I can figure out why this isn't working