240,736 Commits over 3,867 Days - 2.59cph!
Merge from tutorial_island
Backport directional CSM code to unified BuildShadowFrustraForDirectionalLight in lightdesc
monument greybox progress
Add setItemEnabled to NativeEngine.QComboBox
Add enabled parameter to ComboBox.AddItem
Show all code editors, even if they're not installed, but disable the button
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window
https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png
StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png
Kill StatusBarLog after some time, based on LogEvent level
Give StackTraceProperty a MinimumWidth so it pops out at a readable size
Clear current stack trace entry when clearing the console
On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics
Progress on supporting showing 'simple' stacks for diagnostics
ConsoleEntry refactor, can read simple stack of diagnostic messages now
Refactor
More cleanup
Sort diagnostics by severity / project, so errors are output last on compile
Clear status bar on compile, remove test button
Delete Error List
Move some code back to Engine, raise console dock when clicking status bar log
Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon)
StackTraceProperty row clicks can use CodeEditor again
Fix possible NRE on startup from cookies (?)
Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon)
StackTraceProperty row clicks can use CodeEditor again
Support for cascaded shadow maps on new unified multi-frusta system, needs to backport old code
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
Support Feathering
https://files.facepunch.com/garry/b05a94f5-efda-4e6d-b03e-cb3f28846879.jpg
Leaderboard backup, run #7348
Create particle.sheets.scene
Move sheet sampling to system.hlsl
quick trim prop corrections
Copied over WIP action graph editor
WIP dynamic action graph nodes
OnShoot example in TurretComponent
Node error messages, GetRelevantNodes, property get / set
Let TurretComponent.OnShoot handle setting the velocity
HandleConfigs
Tweak how properties appear in node creation menu
Fixed getting relevant nodes for signals
WIP property panel in action graph editor
Constant node drawing tweaks
Small action graph editor fixes
Error list panel
https://files.facepunch.com/ziks/2023-10-12/sbox-dev_75o6iDzzHZ.png
Fix error when clearing links
Stack trace integration for exceptions thrown by action jigs
Field get / set, sort nodes better
Instance method nodes
Type selection drop down
Fleshed out type selector, now checks constraints
Pure attribute for some things that should be expression nodes
Comment nodes
Node display tweaks
Icon fixes
Rerouting and other fixes
Error list title fix
Action link pulsing in editor
Jig -> Graph
Editor.ActionGraphs -> Editor.ActionGraph
To match Editor.ShaderGraph
Start on undo / redo
ActionGraphComponent
OnUpdate, OnTouch action components
Football demo using action graph
Enum constant node fixes
Action component tweaks
ColliderBaseComponent was renamed to Collider
Copy / pasting nodes
Rework comment and reroute nodes in action graph
Make comment node inspection work like ShaderGraph
Comment nodes are listed separately
Basic variable selector / creation
Rework how variables are added
Fix suggested variable nodes when dragging from an output
On node deletion, remove unreferenced variables
Show variable type in add node context menu
Move some code back to Engine, raise console dock when clicking status bar log
A chance to die as a result of a collision
Clear status bar on compile, remove test button
Particles can push physics objects
Made particle collisions smoother
Sort diagnostics by severity / project, so errors are output last on compile
Cleanup motion blur
Cleanup
Leaderboard backup, run #7324
Fixed some issues, cleaned, improved and integrated into deferred lighting
Turned off darkening of voxels as they are damaged as I don't think it improves the look
Motion blur
https://files.facepunch.com/garry/73ed326b-4ce6-4a72-bd3f-70faf633165a.jpg
added trimsheets props + fabric tileable
https://files.facepunch.com/jason/1b1011b1/opera_sKzyE9qREq.png
Fixed a bunch of type errors with maths expressions and binary expressions. Added type error checking.
Merged RT progress so far; added runtime terrain mesh conversion for experiments
Added persistent variables to symbol table.
Added accumulator.
Fixed conversions and literals not being converted to floats.
ConsoleEntry refactor, can read simple stack of diagnostic messages now