14,043 Commits over 1,583 Days - 0.37cph!
Add a bunch of null checking in SetActiveGame to diagnose sbox/issues/1352
Added ability to save editor layouts and restore them (sbox/issues/1349) https://files.facepunch.com/tony/1b1911b1/parsecd_KuRA9SaPEO.mp4
Fixed duplicate "New Asset Browser" after hotloading tools
Add EditorUtility.Network
Package updates
Manually disconnect each connection on server disconnect
More Pod types in BytePack
Separate BytePack tests
BytePack supports List<t>
Support lists/arrays of strings
Fixed previous commit test breaking for supporting internal/protected/private where possible in method validation for wrap method/properties...
Revert "New way to validate method availability for method wrap/property wrap - this picks up internal / private / protected methods and checks containing type against that type to determine accessibility. tl;dr lets you in most cases use private / protected / internal methods as the target function for wrap without it complaining"
This reverts commit f9b98cc34ac1d92efbaa43baf51f559720a7ca24.
Fix EditorWindow disabled
Resample startup image so it's not all pixelly on high dpi monitors
Clean editor startup
Splash screen is a real window, restores its position
Welcome Screen remembers its position
Change screenshot filename format
Make this warning a trace
New way to validate method availability for method wrap/property wrap - this picks up internal / private / protected methods and checks containing type against that type to determine accessibility. tl;dr lets you in most cases use private / protected / internal methods as the target function for wrap without it complaining
ActionGraphResource, update Facepunch.ActionGraphs
Placeholder NodeUI.OnDoubleClick()
Throw if chunkStream is null
Don't try to use SteamNetworkingUtils in unit tests
Dispose GameNetworkSystem on shutdown
Only create NamedSocket if in editor
Loading screen, smoothing connection process
Loading screen cancel button, force show cursor when loading screen is active
Citizen/animgraph: further improved the lean layer, especially when holding a weapon
Head look adjustments forthcoming still. https://files.facepunch.com/maxlebled/1b1711b1/2023-11-17%2017-35-37.mp4
Use LastBackColorBuffer for VR - should fix spontaneous crash, can't reliably reproduce locally though?
Lobby socket basics
Connecting via lobby works
Lobby joining
Allow host status to change
Functions to query lobby list, connect to one, disconnect
Remove JoinOrCreateLobby
Add basic editing to TreeView entries
* BaseItemWidget added OnBeginEdit virtual method
* Implement editing to TreeNode & TreeView
Citizen/animgraph: rework input-based lean layers
The upper body lean component now works much better, and is nicely staggered with the additive pelvis position component. A copy of the system, with different settings, is now applied while crouching, which improves settling back to idle. The upper body bit is still a bit hacky due to the lack of model-space additive support, but this works OK enough for now. The entire system is composited in *before* the "center delta" system, so it can't stomp any non-default idle poses anymore.
https://files.facepunch.com/maxlebled/1b1611b1/2023-11-16%2021-41-22.mp4
Live Unit Testing changes environmental variables and I don't know how to change it, so we get this mess
More BytePack game var types
Support params object[] when validating method for CodeGenerator.WrapMethod
BytePack
ByteStream faster System.Array writing
Expose a BytePack to GameNetworkSystem ( temporary until we figure out how to work it )
Merge branch 'master' of sbox
Add test for CodeGeneraror wrap method with no arg. Fix wrap method with no arg causing syntax error in generated code.
Arguments has to be a byte array
🚩 Run the exit code before the main game loop, so it doesn't try to render without a window
Flagged because this might cause some unforeseen issues.
Remove left over resourcesystem references
Remove SceneSystemQtApp so they never get used
Guard against re-entrant calls into Qt's processEvents
Fix splash screen closing before loading finished
Just for sanity, lets assert that we're the critical Qt stuff in the main thread
There's really no need for this code to be using Task.Run. Also fixed it running 5 times on startup.
Fix UISystem exceptions on startup
Stop using Json for network messages
Lock messaging down
These network messages should be raw and uncomplicated, so lets do that
Add SceneCubemap.RenderDirty()
Fix ByteStream when writing string
Add ByteStream.ReadByteStream
Cleanup
Updated Balaclava + LODs for existing assets
Render VR separately
Rename RenderWithViewport to RenderStereoAndSubmit, clean up SceneCamera stereo rendering code
Set VR controller type (Input.VR.Type)
Remove some CSS logs I forgot about (sorry)
Add SceneCamera.EnableDirectLighting, SceneCamera.EnableIndirectLighting
Unobsolete SceneCamera.AmbientLightColor - is added to World.AmbientLightColor
PhysicsGroupDescription parts expose the of each Surface sub-part
Don't call resource changed callback if interop isn't loaded
Move resourcesystem into engine
Call Sandbox::Resource::OnResourceReloaded when a resource is reloaded
Remove old "model reloaded" callback (was called from client/server)
Model clears physics, bone and data cache on resource reload (fixes sbox-scenestaging/issues/34)
Update bounds of bone merged models (fixes sbox-scenestaging/issues/32)
Citizen/animgraph: re-added 2X walks to the 2D blendspace, made them use new fast walks where currently applicable, and renamed "Walk_[direction]_2X" to "Walk2X_[direction]" for consistency
Add *#local.json to .gitignore so that local keyboard preferences don't get committed
Fix menu sometimes wanting mouse when in game in editor (fixes sbox-scenestaging/issues/31)
Strip multiview instancing / instancing scalars from engine
Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders
Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS
Update system.fxc
Refactor some Graphics files, remove long obsolete methods
Add VrMonitor attribute to cubemap rendering, should stop AO proxies from showing up
Add PhysicsWorld debug drawing methods for scenestaging
Can multiply colors together
Enum control closes when you select an option