243,619 Commits over 3,898 Days - 2.60cph!
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
Terrain
Rust terrain and materials
Can debug draw Scene.PhysicsWorld with physics_debug_draw
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
Updated WIP in game chip.
Store random floats on the particle instead of using a seed
Use LFS for .jpg
Concrete triplanar material
Icons, small fixes
Update object creation menu
https://files.facepunch.com/ziks/2023-11-10/sbox-dev_Wbi2NqjYcU.mp4
Added input and output expressions to link chip code with rust in game io.
Fixed mesh / textures not always updating
Fixed box SDF distance calculation
Added bunch of trig functions: cos, sin, tan, acos, asin, atan
Added pi and tau as preset variables.
Added infinite loop detection to try and stop these infinite loops from freezing everything :(
Message stack clears itself between runs
Omg I think I fixed the infinite loops
Added support for true and false values
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Sliding/Bumpiness
https://files.facepunch.com/garry/3815b497-446b-4fd3-85ef-51b102f907b8.mp4
Fixed infinite loop bug
Greatly improved error recovery
Greatly improved block recognition
Fixed errors with discovering new line
New lines now seperate statments the same way as semi colon does in other languages
Add VrMonitor attribute to cubemap rendering, should stop AO proxies from showing up
monument greybox progress