239,307 Commits over 3,837 Days - 2.60cph!
Kick off the game loop, place ball in player's hand accordingly
Fixed potential OOB index error when clearing parented wire segments
Ensure all swapchains are up to date before doing any rendering rather than when doing it per swapchain when the NativeRenderingWidget renders
Finally get rid of that renderdevice window hack that has been there forever, do SetWindowPos correctly in hostedwidget for main window
Use SizeToParent to set initial window position initially for HostedWidgets
Ball hit loop
Create PlayArea utility component to dictate who owns the area where the ball is bouncing (https://files.facepunch.com/tony/1b2211b1/sbox-dev_qfxGhcSR1G.jpg)
Ball bouncing game loop
add support for multiple scene views, orthographic scene views, and configurable grid axis
add keybind to cycle camera plane around selection
refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie
rework to single layout and splitter, disable new tab creation for now
add support for per-widget toolbar actions
save/restore sceneview layout
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
move save/restore viewport cookies to addon space
no reason to copy+set camera transform anymore
use active SceneOverlayWidget directly
use a single toolmanager instance
fix nudging
remove some global gizmoinstance refs
tuck camera alignment shortcuts away in camera menu
maintain layout config when toggling viewport fullscreen
remove log
temp disable copying from scene camera
camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy
add setting to lock scene camera rotation
fix incorrectly sized gizmo hitboxes in ortho view
replace remaining direct scene camera transform accessors
tweak sprite gizmo hitbox scale in ortho views
cleanup scene tick/draw flow with multiple viewports
replace legacy global GizmoInstance
snip unneeded multi-tab leftovers
use state/gizmo settings for scene view control
replace remaining ray length with Gizmo.RayDepth
don't try to save scene-specific viewport config for untitled scenes
use alternate check for IsUnderMouse
Spawn enemies as prefabs
Enemy prefabs
Broken everything moving to Sprite Tool
use alternate check for IsUnderMouse
Minor refactors to holdable/hand placement
Some boilerplate on game loop, add TeamComponent, Team enum
Add global events for when the ball is hit, ball bounces
Refactor a bit
Team changed events
Enemies refuse to path over open exits
merge from map_perf_improvements2
merge from hackweek_renderlod_collapse
merge from ship_patrol_path_vis
merge from searchlight_fixes
merge from io_seismic_sensor
merge from boombox_toggle_fix
Merge from map_perf_improvements2
Highlight parties that are playing a game
Fixed map renderers for dungeon cells (only used on xmas dungeons)
Leaderboard backup, run #
11946
Fixed collapsed renderers never switching to their disabled state, causing slow performance degradation as players that leave monuments would never stop rendering those meshes
Added a distance meter to the RendererLOD inspector to show the current camera distnace (will use in-game camera if game is running otherwise will use scene view position)
Merge from hackwee_renderlod_collapse
Merge SidecarRewrite -> Bikes
Convert harbor approach node error into a warning
Fix player not being able to initialise if the boat paths are disabled
Fixed underwater labs not rendering (in theory, they don't seem to work at all in the editor?)
Wait a second after sending the nexus.redirect command before kicking the player off the server
Increase delay before disconnecting in nexus.redirect command to give the loading screen a better chance of rendering
Should fix the game stalling for a bit before you see the loading screen saying you're changing servers
Might fix passengers in vehicles needing to manually reconnect in transfers
Use GenericLerp to get smooth interpolated sidecar angle changes
Try to destroy ping instance ASAP in sequential mode
Add 0.5s wait between pings to prevent job system interference
Add larger wait when waiting for ping to be done
Fix wheel trouble more + adjust sidecar angles
More sidecar work, fix collision trouble, fix wheel trouble (mostly)
Fix some incorrect transformation in RepositionEntitiesFromTransfer
Add some logging to troubleshoot why positions might go bad after a transfer
Added the ability for a viewmodel to disable the arms skin mesh entirely, useful for clothing like hazmats where we never want to see the skin
Added a clip mask feature to the skin shader, allows us to mask out a particular area of the hands
Exposed a clip mask texture field on the ViewmodelClothing component so we can declare a mask per clothing item (eg. show the skin up to where a set of gloves begins, mask it out underneath the gloves though)
Only current issue is that the clip mask doesn't work with the viewmodel camera, will need some shader help for that
Fix gameplay bulk events & lag spike events not using data object format
Fix server_id missing from the CSV tables
Working on a sidecar with hinge joint and separate rigidbody
Fix detail.vbsp being broken by git merge
switched shader on primary_white_* materials