14,038 Commits over 1,583 Days - 0.37cph!
Add missing methods to TagSet, GameTags
Properly hide GameObjectFlags.Hidden in gameobject tree
Remove unused
Fix scene warnings
Remove Camera class
Fix documentation
ComponetList uses component.Active instead of component.Enabled to determine active status
Remove debug logs
Fix interopsystem convar names
Fix crash when rendering to pixmap
Traces don't hit triggers by default, need to explicitly request it to hit triggers. Ripped out a bunch of unused stuff.
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Fix translucents rendering in opaque layer, corretly make shadows-only casting models use game excluded layer, make depth prepass exclude SCENEOBJECTFLAG_EXCLUDE_GAME_LAYER, fixes rendering of translucents being messed
RenderToPixmap is a shit load faster
Remove redundant CToolsRenderScope
Fix component context menus being modal, not preventing gameobject context menu popup
Fix component "paste values" not working
Fix TreeView being empty when scroll forced to top due to item changes
Automatically mark BaseItemWidget dirty after a drag and drop (fixes sbox-issues/issues/4374)
InteropGen - assert to make sure accessor's a not null
Remove SceneCamera.IsMainCamera
Add Scene.Camera (returns best, mainest camera)
Add Scene.Camera unit test
Added CameraComponent.PointToScreenNormal, PointToScreenPixels, ScreenPixelToRay, ScreenNormalToRay
Make stuff use Scene.Camera instead of Camera.Main
Remove some Camera members
Remove some functions from Screen
Updated citizen skin and eyeball material
use facepunch.walker as maplist game
ActionGraphs capture their containing component
Fixes Facepunch/sbox-issues#4370
Update shaders with SSS and baked lightcookie fixes
Don't load any game addons during editor startup
Add Preferences class with sensitivity and fov
Input uses sensitivity preference
CharacterController uses SceneTrace, added GroundObject, GroundCollider, TraceDirection( dir ), added auto IgnoreGameObjectHierarchy
CharacterControllerHelper uses SceneTrace
Link to new documentation on the welcome screen
Fix CitizenAnimationHelper NRE's
Handle func_brush creation
Handle prop_physics etc
Fix and tidy up terrain data serialization
Set SceneObject shadow casting flag before setting model / transform so we don't need to update the object again
Re-plug in speech synthesizer play return
Framing a GameObject switches to SceneView
Add GameObjectFlags.Deserializing when deserializing
Fix performance hit by setting SceneObject properties unnecessarily
Only draw envmap bbox when selected
Scene.GetAllComponents<T> can find interfaces
Use GetAllComponents where we were doing recursive ActiveScene.Components.GetAll
Removed SceneObject.Angles (Rotation works exactly the same)
Don't render game view when not visible (fixed)
Clear QPixmap on create so it's not full of uninitialized data
Add InitializeFromLegacy for SkyBox2D
Add InitializeFromLegacy for VolumetricFogVolume
Add InitializeFromLegacy for EnvmapProbe
Handle env_combined_light_probe_volume
Guard unnessecary transform change in managed instead of native
Fix build failing, can't access TerrainData cref in sandbox.engine
Only set body group defaults on model change when sceneobject exists so it doesn't get reset on deserialize
Compress TerrainData heightmap/controlmap data with deflate, simple rle is probably best
Shadergraph: Transform Normal can output in tangent or world space (default is tangent to match material output)
Don't save the file 9 times everytime in Asset.SaveToDisk
Store TerrainData in a versioned gameresource with custom serialization, so we can reuse it in multiple scenes and not have absurd file sizes
If the collider is static, make the rigidbody static, fixes colliders trying to add keyframed body twice
Notify transform change when changing parent #4386
GetAuthToken returns string without quotes
Fixes sbox-issues/issues/4381
UI: Apply `image-rendering` mode to masks
Smaller PackageCard
Add Maps List
Fix hitbox GameObject weirdness
Don't trim Label content
Add Button.Disabled
Delete FormGroup.razor
Clean CreateGameModal (refactoring to Launcher)
Add Launcher to project Launch mode
Add support for `white-space: pre;`
Fixes sbox-issues/issues/4345, can see this being useful for rich text,
syntax highlighting, etc.
VR: when saving off the HMD matrix, use the one we get directly from openvr - don't do any processing or bullshit
2D Skybox has inifnite bounds too
When a map is re-compiled from Hammer reload any MapInstance components to reflect the changes
Meant to upload spritecard not skin
ToolsVisHandleTransmissiveLighting just takes two params now
Move UpdateAmbientOcclusionProxy from SceneObject_PostFlagsUpdate, was causing asserts
Don't change SceneObject transform if it didn't change
Don't render GameView when it's not visible (in editor)
Update citizen with per-vertex curvature and update materials to match new shader changes
https://i.imgur.com/Dt9X3Vv.mp4
Put CubemapFog and Tonemapping in Post Processing category
Menu close the game properly
Add Game.Close() - properly clears launch params