13,872 Commits over 1,552 Days - 0.37cph!
Squashed commit of the following:
commit 8b28be7427ce545fc522cc32ba26825de66ec7db
Author: kurozael <kurozael@gmail.com>
Date: Mon Nov 25 11:51:06 2024 +0000
Make it easier for those who don't know the command line options to spawn their local instances in windowed mode ( https://files.facepunch.com/conna/1b2511b1/sbox-dev_sxEprjThtS.png )
commit 9429d94c3816fea2e354a24d33e89d632ff933cd
Author: kurozael <kurozael@gmail.com>
Date: Sun Nov 24 22:12:15 2024 +0000
Some exceptions to help diagnose issue
commit 7622f5f50e31b05c03bbaad55d0f5c8dac446c3d
Author: kurozael <kurozael@gmail.com>
Date: Wed Nov 20 15:26:19 2024 +0000
More cleanup, early out if disbaned or toxic
commit 0b484581c951969daed0cde3e51775ed0a0a4517
Author: kurozael <kurozael@gmail.com>
Date: Wed Nov 20 15:19:43 2024 +0000
Some cleanup
commit b76f3fa7dfa6b973d31424e79ca777652cd2e207
Author: kurozael <kurozael@gmail.com>
Date: Wed Nov 20 15:00:34 2024 +0000
More fixes
commit ff4ad7dfc4ec25125a1753aaf6a3470a3c0ce043
Author: kurozael <kurozael@gmail.com>
Date: Wed Nov 20 14:02:58 2024 +0000
Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that
commit 8d7a08cff2c9641a3c96f5a777f89dbea5c1ba1f
Author: kurozael <kurozael@gmail.com>
Date: Wed Nov 20 13:32:08 2024 +0000
Testing with handshake process fixes if host changes during handshakes...
commit 301685cf930858a1074d3b3add085c52379f4664
Author: kurozael <kurozael@gmail.com>
Date: Wed Nov 20 12:49:27 2024 +0000
First fix map override task when using launcharguments.map
Editor: adjust minimum/maximum camera speed (8 -> 100), determine increment/decrement based on current speed instead of flat rate
Revert "Add recast/detour tile cache"
This reverts commit 0b2e398df82b304b23f7ddd2485b943ba1fe20ab.
We will use a custom caching solution instead.
Bail Model.Load early with error model for null or whitespace filename
Envmap feathering defaults to much tighter
SkyIndirectLighting param in hammer env_sky since it seems it never was there
Remove SCENEOBJECTTYPEFLAG_IS_PROCEDURAL - it does nothing
Add CameraComponent.CustomSize to override aspect ratio. When rendering to a render target, sometimes you want the aspect of the screen and not the texture
Add CameraComponent.ProjectionMatrix
Add CameraComponent.CalculateObliqueMatrix to clip projection with a worldspace clip-plane
Delete view_shared, move CViewSetup to camerarenderer and start removing unused junk from it
Organisation -> Organization where necessary
Resolves Facepunch/sbox-issues#6822
Support drag data for GameObjectControlWidget, resolves Facepunch/sbox-issues#6998
https://files.facepunch.com/tony/1b2311b1/sbox-dev_xLjcpe9xed.mp4
Fixed NRE when trying to delete non-asset files, resolves Facepunch/sbox-issues#7002
Scene collision events (#1707)
An interface to listen for all collision events that happen during a physics step
Fixed .config files not being added to appropriate string table for clients to receive changes
Add Graphics.ResourceBarrierTransition supports transitioning Textures and ComputeBuffers states currently, e.g if you wanted to signal a resource should be readable in fragment after a compute write to it
Update default JSON ignore condition to use JsonIgnoreCondition.Never
Resolves Facepunch/sbox-issues#6995,
Resolves Facepunch/sbox-issues#6953,
Resolves Facepunch/sbox-issues#6349
Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods
Add DrawModelInstanced methods to CommandList
Add CommandList.Set for ComputeBuffer<T>
Restore colliders on rigidbody disable if the collider is still active
Don't let collider dictate body type when there's a rigidbody, colliders could have a mix of statics so rigidbody should be the authority on this
Fix NRE in NavMesh Dispose
Hook up Package.Data
GameModal now correctly uses GameConfig from backend
Fix "no screenshots" being thin
After purchase, keep refreshing until we have the item
Indicate when you already own items
Asset Browser: Show 'Open File Location' in context menu when searching too
Asset Browser: Disable flat/recursive toggle button when searching or in meta location
Restore AssertNoGraphErrorsInScene test
Fixes #1709
Lazy-initialize NavMesh GeneratorPool
Give each scene dock a unique name and fix load order so we maintain layout positions
Move window layout to project cookie, will fallback to importing from editor cookie for now
Expose BoneCollection / Bone to ActionGraph
Fixes Facepunch/sbox-issues#6878
Be very careful about when we load assemblies in LoadNetworkTables
Facepunch/sbox-issues#6984
Only warn once if Json serialization happens during a hotload
Facepunch/sbox-issues#6984
Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
Fix asset browser NRE, default location stomping cookied path
Disable undo/redo menu buttons when there's no active editor session
Fix some Gizmo functions drawing an obsolete vertex object instead of nothing
When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing.
They now correctly draw nothing if an empty Enumerable passed.
Remove unused asset browser node type
Can DrawInstanced a number of instances without uploading data
Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949
Fix NRE in PrefabFile.PostReload
Fix NRE in CloudBrowser
Asset Browser: streamline navigation flow
Asset location presentation tweaks, improved path handling
Initial path widget width because it starting off small is so very annoying
Uninstanced prefabs (#1708)
Can retrieve components and child gameobjects from uninstanced Prefabs
Print a list of new items in console after check out
Expose PerChannel<T>.Get and Set
Ignore calls to Scene.Parent.set
Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing
which they do - like when creating attachments
Add GameObject constructor which takes a parent
AssetBrowserLocation tracks location type (code, assets etc)
Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog
Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic
Asset Browser: Improve navigation outside of project tree
Path widget only displays what can fit instead of freely growing, hide rest behind flyout
Fix HasUnsavedChanges being sucked into GameResource
GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC)
Change prefab icon color
Add GameObject.GetPrefab( string )
Fix clothing using the wrong skin
VR: more logging, always enable debug callback
VR: add -novr force disable
Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
Add Distance and Falloff to Voice Transmitter
Humans: skinning updates
Humans: more skinning updates & prefab changes
Merge branch 'master' of sbox
Upgrade remaining old vmdl files so I can delete all this legacy model code
UI: Expose UI.WorldInput.Hovered inside WorldInput component
VR: check for headset in PreInit() instead of Init()