243,642 Commits over 3,898 Days - 2.60cph!
Add some logs to the MeshTerrainRoot process to try and catch what's going wrong in the build
Add the unity timeline package to the link.xml to prevent il2cpp from stripping the classes
Skin viewer basic UI for loading info etc
Tamagotchi LCD and input set up
Contact shadows respecting shadow intensity (foliage) and no longer overly dark; tweaked settings
StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png
Setup stack system for messages and errors.
Fixed clothing items removing their bone setup in the skin viewer, causing them not to show
Added console and basic instructions to in game code editor.
Update new avatar meta guid
Merge from PlayerRIgUpdate/unity2021
Try applying skin to clothing in preview
Merge from tutorial_island
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
More bundle assigning for cinematic, removed terrain to mesh dll at runtime
Fix skin viewer lighting layer issues
Manually include the end cinemative in the asset bundle
Fixed ores appearing at the wrong scale on tutorial island (used wrong ore prefab)
Fixed incorrect number of metal ores
m4 shotgun - added admire
Added scripting menu item
Fixed insufficient cloth spawning on island
Added in game WIP version of the programmable chip.
Removed strings for the time being.
Prevented a couple of infinite loops in the parser.
gammagotchi model and textures
Fix walls not resetting when sent to pool
Fix voxels being reset when a nearby building block is destroyed
Fix splash damage being inconsistant with voxels
Set health of building block to average health of all voxels
Radial PostFX & ExplosionScreenBounceFade
WIP gammagotchi entity setup
Added missing TF2 map icons
Fallback shaders only if they don't exist
Added SolidEnergy shader from CS:GO
Enables certain things to draw correctly from Portal 2 and Black Mesa
Change default value of mat_depthbias_shadowmap to 0.001
Was 0.0001, was in certain cases caused visual bugs. You can still set it to whatever you want.
Allow creating empty mesh vertex buffer, cache off layout and type so it can be created on resize later
Inspector remembers if components were minimized using a cookie (sbox/issues/1328)
Don't clear selection when selecting empty GameObject field in inspector Fixes #1329
Make component list scrollable
Scene hierarchy selection adds to edit log
Fixes selection getting confused when selecting from hierarchy, performing some other action, then undoing
Add Move Up/Move Down to component context menu
Add button to component header for context menu
Fix unused context menu eating a mouse click
Merge branch 'main' into custom-particles
Update ComponentSheet.cs
Temporary group header in componentsheet
A few groupings
TypeSerializedObject updates its properties when it detects a change
Cleanup, NRE fixes
Implement GroupName in TypeSerializedObject
Add GroupAttribuite, ToggleGroupAttribuite
Add ability to add sub-layouts to control sheet
Done for now until we get Light.useViewFrustumForShadowCasterCull fixed for cascades
Fix FindIntEditInfo returning junk if not set
Tag texture sheets and animated sheets, so we can filter them in the asset browser
Rebuild a bunch of textures to get the new ints in them
Start access to sequence info, ready for someone else who isn't me to finish
Fix sphere SDF 3D bounds
Keep chunks around when clearing
Misc changes
Fixed sboxgame/issues#4132
There might be a deeper issue at play, but this should at least make it usable
Emitter looping, delay, burst
StartVelocity
Shadows, Count in ParticleSpriteRenderer
Create ParticleConeEmitter.cs
Encode color in TexCoord1 to get the full range
Update triggers.scene
merge from building_skins_4
fixed missing construction skin on roof.traingle.gingerbread
Add 3x3 voxels to stone floor (since it looks nicer artwork wise to line up with the 3x3 tiles)
Fix destroyed entities NREing because voxel entities can technically be hit multiple times