244,150 Commits over 3,898 Days - 2.61cph!
Leaderboard backup, run #6678
Implement BaseComponent.Awake, Start, OnDestroy & unit tests to enforce behaviour
Start trying to phase out RnHull and RnMesh
MSAADefaultNonVR -> MSAADefault
Simplify submit function even more
Bind GetLastPoses
Wtf I thought I deleted these?
Remove unused glue structures
Add GetTrackedDevicePoses back, we need it
Fixed cut just copying
Fixed duplicating and pasting not making unique ids
Fix game double ticking
Remove bullshit from RnHull and RnMesh to see if still loads and how
add *idea to the git ignore
add TryGetComponent<T> method
Add TryGetComponents<T>
fix parameters and add to `BaseComponent`
remove TryGetComponents<T>, mostly redundant
Fix IgnoreFolders losing case insensitivity in Json by assuming it's not case insensitive
Extended info in editor startup when waiting for account information
Skip null children in TreeNode list
Fix prefab world not rendering
Fixed prefab tree selection not working
Prevent trying to "play" prefab scenes
Change how PrefabFiles are loaded
Remove undo spam
Select root prefab object when opening prefab scene
Allow editorsession to initialize the scene camera position
Fix components not properly shutting down on prefab edit
Always Destroy/Shutdown components before removing from a GameObject
Give Prefab redirect scene a nice name
Fix Prefab instantiation
If the scene has a camera, use that as editor initial camera position first
Add Undo to AlignToView
Comment out unused menus
Update TurretComponent.cs
Update prefab_test.scene
Leaderboard backup, run #6661
Leaderboard backup, run #6660
Rotation Gizmo should return false if not rotated
Fix undo system capturing multiple rotations
Remove Action argument from undo system
Save selection with undo
Push object selections onto undo list
Each SceneEditorSession has its own selection set
Add CubemapFog component
Add BaseComponent.ExecuteInEditor
Add GradientFog component
Make everything obey ExecuteInEditor
Add gradient fog to player scene
Add Material.GetTexture( name ) (gets the texture by shader variable name)
Leaderboard backup, run #6655
Leaderboard backup, run #6654
GetComponent<> can find interfaces too
Add ToneMapping component (tonemapping defaults off)
Leaderboard backup, run #6653
Move CharacterController component to engine
attack heli rocket reload sound
attack heli turret reload sound tweaks
Rescale bodies and joints on aggregate creation using aggregates scale
Support joint scaling https://files.facepunch.com/layla/1b1411b1/sbox_0123.mp4
Finished second tunnel entrance variant LOD0
Added a vertex AO pass to both entrances
Material tweaks
Support sphere shape scaling
Scale sphere debug shape transform
Leaderboard backup, run #6642
Change how editor startup is handled (hotload keeps calling the static constructor)
Throw warnings when component not serializable because of TypeLibrary
Fix TypeDescription.Init exceptions
Remove unused on ManagedTools
Send an "game.loaded" event to tools when the game has loaded
Greatly improved rocking chair handling
Fix VRCompositorError_SharedTexturesNotSupported on dx11
added rifle pose, set lr 300 to use in overide controller
Merged Pull Requests
gmad.exe - Reduced buffer reallocations, which results in much faster .gma file creation, most noticeable with many small files.
Added zi_ maps to Team Fortress 2 category
Merged Pull Requests
Added ents.Iterator and player.Iterator
Added string.CardinalToOrdinal
Store camera state in sceneeditorsession, so we can have a different camera position per scene
Fix error when saving a scene with no path
Add string.CardinalToOrdinal (#1509)
This would be a useful function to have for anyone who would want to use it.
Example:
`print( string.CardinalToOrdinal( 111 ) )`
Output:
`111th`
Yes `STNDRD` exists, but it has a stupid name.
Initial compositor submit, Vulkan only for now
Transition texture to VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL
Poll events & get poses correctly
Check error inside PollEvents
Clear first draw
Don't do blit copy for each eye (works as long as `r_aoproxy_enable 00`)
https://files.facepunch.com/alexguthrie/1b1311b1/qrenderdoc_wLfY06ol2a.png
Submit & impl submit for DX11
oops obviously the assetsystem can be null from other contexts
When materials compile new textures register them immediately - fixes cases where recompiling the vmat with a new texture would result in a missing texture
Port over shadow controller