14,040 Commits over 1,583 Days - 0.37cph!
Move WorldPanel and WebPanel to engine
Remove Game.SceneWorld
Add GameNetworkSystem.IsActive
TypeLibrary: Expose properties if get is public, disable setting if set is not public
Add Game assembly to editor typelibrary
Add Scene, GameObject, Component system
Remove TypeForwardedTo's
Remove physics step from Task
Delete unused
Only skip non public property set if not dynamic assembly
Tick GameManager from GameMenuDll
Mark GameTags as expose
Delete old particles
Delete ViewDesc.cs
Delete IPostProcessEntity
Citizen/animgraph: improved Land_Standing_Movement_S
delete PrefabLibrary, Prefab, IPrefabObject, PrefabAttribute
Remove GameManager
Delete MoveHelper (in scene system now, this uses the wrong trace classes)
Remove Trace, TraceResult
Move Time and TimeSince into Engine
Delete old navmesh code
Remove MapSchema, DamageInfo, LifeState, LightQuery
Remove EntityComponents + EntityPrefabEditor (fixes Sandbox.Component namespace conflict)
ResourceLibrary is a global static, ClothingContainer is in engine
delete AutomaticRenderHook
Remove DepthOfField
Remove ScreenEffects
Remove RenderHook system
Remove all native game code, client, server, host
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
Delete test-server from CI since it's just testing legacy game loop
Delete baseplayer and prediction system to make a start on deleting game dlls
Delete faceposer and postprocessingeditor
Delete materials that I broke by deleting all that shit
Merge Audio and Sound, just one global static class called Sound
Add example decals
Add useful particle/effect shapes
Remove a bunch of decals
Remove a bunch of particle materials/textures
Disable 2 more tests that will be broken right now
Disable tests testing against package.facepunch.platformer.dll and package.facepunch.sandbox.dll for now
Disable test for package.facepunch.sandbox.dll Should_Pass
Clear all [Obsolete] for a fresh slate (#1378)
* Clear a bunch of [Obsolete] stuff
* Remove obsolete template element override
Go through code looking for painday comments and try to sort them out (#1377)
* Go through code looking for painday comments and try to sort them out
* Readonly get
Disable TestGamemode unit test and game and extension templates unit tests
Disable tests that load games or addons for now. Closes #1376
Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374)
Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375)
TreeView shift multi select works as expected
Add MultiSerializedObject
Clean inspector creation
Fix mistakes
Widget contenthash should be ready to update straight away
Multi edit support in a bunch of ControlWidgets
Izabu: Fix RemoveContacts skipping the first contact, fixes old contact hanging around sometimes when joint collision is disabled
Render menu
Fix rendering `RootPanel`s in VR: separate out `IsWorldPanel` from `RenderedManually`
Clear attributes after popping a layer when rendering UI
Update izabu and add my changes
depthresolve uses min of all msaa samples
Pass engine version how web expects it when searching for packages
Remove r_depth_prepass option, we should always be doing it as part of forward+
Depth class uses the pre-resolved depth chain from the prepass instead of trying to sample an MSAA buffer, which was never working on certain MSAA levels and would've required a combo and loads of extra bullshit to do.
Rotation.SmoothDamp is static
Add SmoothMove.SmoothMove which takes a transform, does rotation too
Cleanup failed experiment
Add PhysicsBody.GetLerpedTransform
Add PhysicsBody.SmoothMove
sceneanimatableobject sets physics bone positions on non animated models too
Fix skinned mesh bounds being fucked (although this needs another look later on)
New Outfit Piece - Fisherman Jumpsuit
LODs and Skinning adjustments coming asap!
Citizen: perform a post-motion-extraction offset on the sprint anims, to get the center-of-mass & pivot point feel better during turns, and blending in general
Citizen: improved 'Land_Movement_N' animation, & fixes it potentially causing weird IK leg flips in some movement animations
Citizen: improved 'Land_Standing' animation & removed old 'Land' animation from VMDL/files
Fix EnumControlWidget for [Flags] enums
Before: https://files.facepunch.com/ziks/1b0411b1/flags-before.mp4
After: https://files.facepunch.com/ziks/1b0411b1/flags-after.mp4
Add r_depth_debug to visualize the depth buffer
Make `ListView.ItemAlign = Align.SpaceBetween` work better, especially when there's not enough items to fill a row
Hitbox tags are a tagset
Fix opening menus as modal
PhysicsTraceBuilder tweaks, allow running existing trace on other worlds
When saving editor layout, check for duplicates, make a popup window to confirm changes
https://files.facepunch.com/tony/1b0211b1/parsecd_zJEhGE41dz.png
Add default layout