242,735 Commits over 3,867 Days - 2.62cph!
Change item store item prefab to fully use flex layout so it handles the changing column widths
Update Facepunch.Flexbox (dynamic column width, aspect ratio)
Add flex aspect ratio component
Fix flex text not setting its driven properties
Fixed pivot point issues on subsequent runs.
Fixed autospin not ramping up.
Remove atlas resizing, feels overengineered, way we have adaptive shadow render size makes it feel pointless
Let shadow frusta be calculated entirely on shadowcache, removes redundant calculations and makes the data flow saner, remove bullshit from LightEntry
Add support for clearing rects from shadow atlases properly, queue them, fixes shadows on multicam views and childrens, note that shadow caching will still only happen on children views for now
Gizmo.Select: allow unselect of object selections
Shift allows multi select too but without deselecting
SceneViewWidget.UpdateHovered: Just because we're already selected doesn't mean we can't be hovered, otherwise how will you deselect me
Deselect game object when nothing is clicked
Allow disabling interaction
Change flex columns to calculate dynamic column counts with a minimum width, expanding the columns equally to fill the container
Remove skybox from test scene
Fixed some skins still not loading in the skin viewer test scene
Tidy up AfterUI render stage and use that for after-UI post-processing effects, rename to `AddHookAfterUI`
Various changes to allow the skin viewer models to show up in the item icon slots without needing the separate modal window
Reduced GC in cluster generation by preallocating a bunch of appropriately sized MapMarker lists
Made tooltips use pooling
SceneCamera viewport caps size properly
Bail out of CameraRenderer if no valid viewport
Instant flags and rate check.
Unused resource glue
Log_Detailed these rendersystemvulkan messages
Fix crash with symlink resident resource reloading
Add `CameraComponent.AddHookAfterOverlay`, supports running post-processing effects after UI is drawn
Applied subtle fade in and out to backpack UI when opened/closed
Use a HashSet when calculating marker clusters, makes generation twice as fast (3ms = 100 vm's goes to 1.5ms)
Prepool 25 shop markers and clusters so first run is faster
ObjectWithVelocity has angular velocity, player controller supports spinning wheels
Player walk anim not affected by ground velocity
Increase moving up velocity to negate grounded
Fix error spam & bit of cleanup
Fix walking slowly up slopes
Foliage: Fix depth alpha tests
Foliage: fmod phase to avoid jittering imprecision at high time/world offsets
Undo changes to QueuedLoader and ClientsideModel/Ragdoll
Nicer integration of dynamic properties with the Action Graph editor
https://files.facepunch.com/ziks/1b3111b1/sbox-dev_JBs2cwHbhM.mp4
Fix compile error of editor holster tool
Set dressing harbor2 progress
mossy tire stacks material variant
Disable more stuff I enabled
Fix cloth on projectiles and world models having the wrong gravity direction
Probably fix stretching of cloth when teleporting large distances
Disable some parts of QueuedLoader
larger detector flags
white lantern unlocked by red lantern
show flag health
detector spots in tundra
Show mouse cursors inside scene view, wrap them to canvas rather than locking to center, panning follows same direction as other engines
If you preferred the previous panning behaviour there's an option for inverting it
https://files.facepunch.com/alexguthrie/1b3111b1/sbox_MUEzCxyWs7.mp4
Coerce typed operands
Support default value for property substitution in DisplayInfo.Format
Scene view orbit camera: account for mouse X axis, add invert options to editor preferences
sbox-issues/issues/4663
player update. exported building plan animations
added decal_wall_damage_a + decal_leak_c
Reset lua_error_url on level init like before for x86-64
Because the server enforced cvar value system is not present
Partially fix dynamic model loading
WIP GameObject.Properties
Proof of concept Dynamic Properties sheet
https://files.facepunch.com/ziks/1b3111b1/sbox-dev_5ewZW6QaZ5.png
Fix live unit tests
unit test allow native debug
Add BBox.Grow
Add Triangle.ToString
PhysicsWorld.GetPolySoup
Use recast from c# without navlib