14,038 Commits over 1,583 Days - 0.37cph!
Fixed not loading the startup scene fallback when loading a project
Only mount projects in editor mode
Fix not always finding the map from a map package
Fix StartupResources being filled with duplicates
Show Launch With Map.. option
Use map launch startup scene
Fixed decals projecting down instead of forward
Can use HideInEditor to hide components in component selector
Fixed play toggle not working while focused on the game
You'll probably need to bind this manually, so if it still doesn't work for you, type "bind F5 play_toggle" in console
MenuPanel.Open oipens in the right place
Start using webpanel for modals
Game doesn't try to put cursor into UI mode if the game isn't playing
Update SceneCamera from Component as part of the render
Fix map loading stripping off path
Reduce shader compile spam (add -robot)
MapCollider's physics body will resolve to component
Fix NRE in scene trace filter
Model renderer resets body groups to models default mesh group mask on model change
Fix directional lights dissapearing after going away a wee bit from origin, set up a bounding box that's big enough to enclose the whole universe
Don't try to normalize a black texel for hue/saturation shift on baked light cookies, fixes NaN when using cookies on baked lights
CSceneSunLightObject doesnt exist anymore
Add transmission debug view
Fix subsurface scattering shadowing, let transmissive mask be computed at lighting level, unify transmissive terms from skin and whatever else, should fix transmission in non-shadowd lights as well
https://i.imgur.com/3h3yvhH.png
Update skin shader
Add GameObject.IsRoot, GameObject.Root
Simulate UI in main tick, rather than during output
Game project can set MapStartupScene
Add MapInstance.OnMapLoaded
Don't close previous map until new one is downloaded and ready
Add Scene.Directory.FindByName
Add a bunch of helper ActionGraph components
https://files.facepunch.com/ziks/1b0311b1/sbox-dev_jQKi0PFKho.png
When we dispose of a SceneCamera, queue the native volumetric fog to be disposed of at frame end since a render view with it is likely already queued
GameObject flags for "loading" and "error"
Add Range to some post processing
Show load/error status in GameObject tree
Don't list input signals in properties panel
Don't show default value for array args
Input.ActionNames, Input.GetGroupName( action )
InputActionControlWidget for ActionGraph
https://files.facepunch.com/ziks/1b0311b1/sbox-dev_Ix1HH9V6cj.mp4
Don't tick everything when the scene is loading
Fix map loading extension weirdness
Fix UpdateCamera getting called by every GameObject in the scene
Build cubemaps for active scenes in both game and tools
Add SceneCubemap.IsRendering
Try to wait when loading map until cubemaps are rendered
Remove unused
UpdateObjectsForRendering doesn't take a frustum
Don't print building cube maps
Call UpdateObjectsForRendering after loading a map
Fixed TypeDescription.IsStatic
Fixed NotNullableValueTypeConstraint check
HasImplementation attribute as a hint for ActionGraph type parameters
Nicer default value handling in node editor UI
Use one global NodeLibrary, created by GameMenu context (#1426)
Fix map scene objects not loading
MapInstance unloads the map when disabled, loads when enabled, changes map when map name changes
Add global static LaunchArguments class
Fix Api timeout
Fix ignore tracing not ignoring hitbox objects sbox-issues/issues/4347
Don't re-render camera tool window if it's not visible
Add SceneCamera.DebugMode
PropertyAttribute can target fields
BoolControlWidget reads [Icon] attributes
Create SceneOverlayWidget .cs
Add Gizmo.Settings.RenderMode
new Widget() doesn't need a parent
Debug rendermode dropdown for scene view
Stop floatslider being editable when ReadOnly
Add ReadOnly attribute, DisplayInfo and TypeLibrary uses it
Fix editor Pen color not always setting (fixes sbox-issues/issues/4342)
Rebuild MultiSerializedObject after all objects are added, rather than inbetween adding each one
Shouldn't need to rebuild here, selection hash will do it
Don't try to scrollto, or expand treeview when selecting multiple objects
Don't create Component Tools when multi-selecting, it's never going to be wanted
PhysicsLockControlWidget supports multi edit
ModelPhysics can specify PhysicsLock mode
Simplify and fix tiled light culling in corners, makes tiles match mipmapped depth fetch perfectly
Fix formatting typo
Pass viewport offset to CDepthDownsampleLayerRenderer and offset it in the shader, fixes depth chain in multicamera scenes, always imply we're taking a full res downsample anyway
Fix tiled rendering compositing in multicamera scenes
https://i.imgur.com/wrqKgCO.png
Compile shaders
Fix errors when launching in content mode
Add Scene/New Scene
Should fix hitboxes not ignoring properly in traces
Tweak PhysicsLock so the Pitch/Yaw/Roll are proper order
Fix component error when deleting all components while iterating
Fix soundstream creating managed audio stream with args mixed up
Trace filters apply to hitboxes too
Grid snap to drag and drop surface https://files.facepunch.com/layla/1b0111b1/sbox-dev_I8cE3SKM1m.mp4
MusicPlayer.Spectrum returns 512 magnitudes
memset these pointers so we aren't exposing junk memory to managed
Fixed missed angular rotation lock
Fix PhysicsLockControlWidget squashing
Add linear/angular lock to izabu (might be other places we need to lock velocities)
Add locks to IPhysicsBody
Add PhysicsBody.Locking
Add RigidBody.Locking
Add PhysicsLockControlWidget
More locking
ControlWidget cleanup
Unused server/client methods and gizmo instances
Unused physics trace filters
Language.Init() after we mount filesystem
File watch for hotloading textures and localization files too
Add PanelComponent.OnTreeFirstBuilt, OnTreeBuilt (fixes sbox-issues/issues/4271)