254,763 Commits over 3,990 Days - 2.66cph!
Added function to print material property blocks
Also tracks registered shader uniforms (as MPBs don't tell you what's in them)
Fixed TreeLOD so that continually setting shader values now works (didn't due to changing 'CurrentDistance' value)
Test for control flow async
Imported Small Rubbish Skip Prop
Added Textures and Materials for Small Rubbish Skip
Setup Small Rubbish Skip Prefabs, LODS and Colliders
Update first_person_arms_adjustments.vsubgrph
Fixed vendor recreating itself
Merged main into electricity_power_fixes/2/doorcontroller
Door controllers now pulseable like before by buttons or pressure pads to quickly open/close a door
Rename Hardware -> SystemInfo, add ProcessorCount
added pickaxe to ref models and to scene
Fixed door controller not deployable on shelter doors
VTEX_InitCreationDescFromHeader: check for nullptr
Can specify mixer, mixers process their child mixers
Save mixerhandle using Name and Guid, so we can fallback if one changes
Mixers can turn off specializing, distance attenuation, occlusion, air absorption
Can change default mixer
Split CutoffSlope into CutoffSlopeInitial and CutoffSlopeRepeat
Tutorial hints + tutorial resource
Spawn gizmo
split up smg to material id parts
Centre windows to screen/editor by default
* Shift StartCentered property and logic out of Widget and into Window/BaseWindow, plus special cases fixes for splash and launcher
* Prevent main editor window from attempting to centre on itself
* code cleanup, improve comments
* Rename SetPositionCentered -> Center
Fix triplanar hlsl
Generate UVs / tangents for 3D SDFs, for non-triplanar materials (#26)
https://files.facepunch.com/ziks/2024-05-03/sbox-dev_pV7DEZpr1B.png
Fixed build errors
Ignore .idea and .sln
Update with working Sdf2DWorld functionality
Cleanup
Use new project structure
Use new libpolygon API
HideInEditor -> Hide
Use WIP [Unicast] RPCs
Use new RPC filtering API
RPC filtering API change
Dirty include facepunch.libpolygon
Nicer display names for world component types
Don't need SdfNetwork component type any more
Fix triplanar hlsl
Generate UVs / tangents for 3D SDFs, for non-triplanar materials (#26)
https://files.facepunch.com/ziks/2024-05-03/sbox-dev_pV7DEZpr1B.png
Further code tidying
Improved wind directional response
merge from fix_eventrecord_pooling_error
merge from harbor_crane_flyhack_fix
merge from labs_crash_fix
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Validate shader descriptor bindings, refuse to load invalid shaders that will crash (shaders compiled with compiler bugs that were fixed)
set up materials on junkernaught ar
New sounds
Hand collects a hash set of eligible grab points, and picks the closest one when gripping (fixes jank where you'd grip and nothing would happen)
Mark Sync/Broadcast on some things in Weapon
Add brite, water, concrete dsps
outside dsps
More dsps
Rename SetPositionCentered -> Center
Added LaserPointer component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_dmbhFl6YT6.mp4)
Implement point interactables. Not using animation, this turned out to be more work than necessary for now.
https://files.facepunch.com/tony/1b0311b1/sbox.2024.05.03.08.43.17.mp4
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merge from HeadwrapStoreFix
merge from junkpile_collision_fix
merge from HelicopterPhysicsFix
tickrate_cl and tickrate_sv are now replicated convars
Enforcing sane min and max values for tickrate_cl and tickrate_sv